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- New RHI command list SetTrackedAccess method for the user to supply a current whole-resource state.
- New RHI command context GetTrackedAccess method for querying the tracked access in RHIBeginTransitions / RHIEndTransitions on the RHI thread.
- Hooked RHICmdList.Transition and FRHICommandListExecutor::Transition to assign tracked state automatically.
- Refactored RDG and resource pools to use new RHI tracking.
- FRDGPooledBuffer / FRDGPooledTexture no longer contain tracked state. RDG temp-allocates state through the graph allocator instead.
- All prologue transitions are 'Unknown', and all epilogue transitions coalesce into a whole resource state.
- Implemented platform support for patching the 'before' state with the tracked state.
- Implemented various RHI validation checks:
- Asserts that the user assigned tracked state matches RHI validation tracked state, for all subresources.
- Asserts that tracked state is not assigned or queried from a parallel translation context.
- Added FRHIViewableResource and FRHIView base classes to RHI. FRHIView contains a pointer to an FRHIViewableResource. This is currently a raw pointer, but should be extended to a full reference in a later CL.
NOTE on RHI thread constraint:
Transition evaluation is now restricted to the RHI thread (i.e. no parallel translation contexts). Transitions aren't performed in parallel translate contexts anyway, so this is not a problem. If, however, we decide to refactor parallel translation to be more general, this implementation could be extended to track the state per context and update from the 'dispatch' thread.
#preflight 6233b4396666d7e753a16aaf
#rb kenzo.terelst
[CL 19513316 by zach bethel in ue5-main branch]
174 lines
5.7 KiB
C++
174 lines
5.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderTargetPool.h: Scene render target pool manager.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RHI.h"
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#include "RenderResource.h"
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#include "RendererInterface.h"
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#include "RenderGraphResources.h"
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class FRenderTargetPool;
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/** The reference to a pooled render target, use like this: TRefCountPtr<IPooledRenderTarget> */
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struct RENDERCORE_API FPooledRenderTarget final : public IPooledRenderTarget
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{
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FPooledRenderTarget(FRHITexture* Texture, const FPooledRenderTargetDesc& InDesc, FRenderTargetPool* InRenderTargetPool)
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: RenderTargetPool(InRenderTargetPool)
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, Desc(InDesc)
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, PooledTexture(Texture)
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{
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RenderTargetItem.TargetableTexture = RenderTargetItem.ShaderResourceTexture = Texture;
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}
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uint32 GetUnusedForNFrames() const
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{
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return UnusedForNFrames;
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}
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const FPooledRenderTargetDesc& GetDesc() const override { return Desc; }
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uint32 AddRef() const override
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{
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return uint32(FPlatformAtomics::InterlockedIncrement(&NumRefs));
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}
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uint32 Release() override
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{
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const int32 Refs = FPlatformAtomics::InterlockedDecrement(&NumRefs);
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if (Refs == 0)
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{
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delete this;
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}
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return uint32(Refs);
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}
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uint32 GetRefCount() const override
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{
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return uint32(NumRefs);
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}
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bool IsFree() const override;
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bool IsTracked() const override { return RenderTargetPool != nullptr; }
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uint32 ComputeMemorySize() const override;
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UE_DEPRECATED(5.0, "This method is deprecated.")
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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FRDGPooledTexture* GetRDG(ERenderTargetTexture Texture) { return &PooledTexture; }
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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UE_DEPRECATED(5.0, "This method is deprecated.")
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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const FRDGPooledTexture* GetRDG(ERenderTargetTexture Texture) const { return &PooledTexture; }
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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private:
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/** Pointer back to the pool for render targets which are actually pooled, otherwise NULL. */
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FRenderTargetPool* RenderTargetPool;
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/** All necessary data to create the render target */
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FPooledRenderTargetDesc Desc;
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/** For pool management (only if NumRef == 0 the element can be reused) */
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mutable int32 NumRefs = 0;
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/** Allows to defer the release to save performance on some hardware (DirectX) */
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uint32 UnusedForNFrames = 0;
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/** Pooled textures for use with RDG. */
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FRDGPooledTexture PooledTexture;
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/** @return true:release this one, false otherwise */
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bool OnFrameStart();
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friend class FRDGTexture;
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friend class FRDGBuilder;
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friend class FRenderTargetPool;
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};
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/**
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* Encapsulates the render targets pools that allows easy sharing (mostly used on the render thread side)
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*/
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class RENDERCORE_API FRenderTargetPool : public FRenderResource
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{
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public:
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FRenderTargetPool() = default;
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TRefCountPtr<IPooledRenderTarget> FindFreeElement(FRHITextureCreateInfo Desc, const TCHAR* Name);
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bool FindFreeElement(const FRHITextureCreateInfo& Desc, TRefCountPtr<IPooledRenderTarget>& Out, const TCHAR* Name);
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/**
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* @param DebugName must not be 0, we only store the pointer
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* @param Out is not the return argument to avoid double allocation because of wrong reference counting
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* call from RenderThread only
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* @return true if the old element was still valid, false if a new one was assigned
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*/
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bool FindFreeElement(
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FRHICommandList& RHICmdList,
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const FPooledRenderTargetDesc& Desc,
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TRefCountPtr<IPooledRenderTarget>& Out,
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const TCHAR* InDebugName)
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{
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return FindFreeElement(Translate(Desc), Out, InDebugName);
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}
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void CreateUntrackedElement(const FPooledRenderTargetDesc& Desc, TRefCountPtr<IPooledRenderTarget>& Out, const FSceneRenderTargetItem& Item);
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/** Only to get statistics on usage and free elements. Normally only called in renderthread or if FlushRenderingCommands was called() */
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void GetStats(uint32& OutWholeCount, uint32& OutWholePoolInKB, uint32& OutUsedInKB) const;
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/**
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* Can release RT, should be called once per frame.
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* call from RenderThread only
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*/
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void TickPoolElements();
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/** Free renderer resources */
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void ReleaseDynamicRHI();
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/** Allows to remove a resource so it cannot be shared and gets released immediately instead a/some frame[s] later. */
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void FreeUnusedResource(TRefCountPtr<IPooledRenderTarget>& In);
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/** Good to call between levels or before memory intense operations. */
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void FreeUnusedResources();
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// for debugging purpose, assumes you call FlushRenderingCommands() be
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// @return can be 0, that doesn't mean iteration is done
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FPooledRenderTarget* GetElementById(uint32 Id) const;
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uint32 GetElementCount() const { return PooledRenderTargets.Num(); }
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// @return -1 if not found
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int32 FindIndex(IPooledRenderTarget* In) const;
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// Logs out usage information.
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void DumpMemoryUsage(FOutputDevice& OutputDevice);
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private:
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void FreeElementAtIndex(int32 Index);
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/** Elements can be 0, we compact the buffer later. */
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TArray<uint32> PooledRenderTargetHashes;
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TArray< TRefCountPtr<FPooledRenderTarget> > PooledRenderTargets;
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TArray< TRefCountPtr<FPooledRenderTarget> > DeferredDeleteArray;
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// redundant, can always be computed with GetStats(), to debug "out of memory" situations and used for r.RenderTargetPoolMin
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uint32 AllocationLevelInKB = 0;
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// to avoid log spam
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bool bCurrentlyOverBudget = false;
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// could be done on the fly but that makes the RenderTargetPoolEvents harder to read
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void CompactPool();
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friend struct FPooledRenderTarget;
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friend class FVisualizeTexture;
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friend class FVisualizeTexturePresent;
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friend class FRDGBuilder;
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};
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/** The global render targets for easy shading. */
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extern RENDERCORE_API TGlobalResource<FRenderTargetPool> GRenderTargetPool; |