Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VT/VirtualTextureFeedback.cpp
Emil Persson adf0716e8d Replace FVertexBufferRHIRef, FIndexBufferRHIRef and FStructuredBufferRHIRef with FBufferRHIRef.
#rb kenzo.terelst

[CL 15153257 by Emil Persson in ue5-main branch]
2021-01-21 07:06:03 -04:00

382 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VT/VirtualTextureFeedback.h"
#include "RenderGraphBuilder.h"
#include "RenderGraphUtils.h"
#if PLATFORM_WINDOWS
// Use Query objects until RHI has a good fence on D3D11
#define USE_RHI_FENCES 0
#else
#define USE_RHI_FENCES 1
#endif
#if USE_RHI_FENCES
/** Container for GPU fences. */
class FFeedbackGPUFencePool
{
public:
TArray<FGPUFenceRHIRef> Fences;
FFeedbackGPUFencePool(int32 NumFences)
{
Fences.AddDefaulted(NumFences);
}
void InitRHI()
{
}
void ReleaseRHI()
{
for (int i = 0; i < Fences.Num(); ++i)
{
Fences[i].SafeRelease();
}
}
void Allocate(FRHICommandListImmediate& RHICmdList, int32 Index)
{
if (!Fences[Index])
{
Fences[Index] = RHICmdList.CreateGPUFence(FName(""));
}
Fences[Index]->Clear();
}
void Write(FRHICommandListImmediate& RHICmdList, int32 Index)
{
RHICmdList.WriteGPUFence(Fences[Index]);
}
bool Poll(FRHICommandListImmediate& RHICmdList, int32 Index)
{
return Fences[Index]->Poll(RHICmdList.GetGPUMask());
}
FGPUFenceRHIRef GetMapFence(int32 Index)
{
return Fences[Index];
}
void Release(int32 Index)
{
Fences[Index].SafeRelease();
}
};
#else // USE_RHI_FENCES
/** Container for GPU fences. Implemented as GPU Queries. */
class FFeedbackGPUFencePool
{
public:
FGPUFenceRHIRef DummyFence;
TArray<FRenderQueryRHIRef> Fences;
bool bDummyFenceWritten = false;
FFeedbackGPUFencePool(int32 InSize)
{
Fences.AddDefaulted(InSize);
}
void InitRHI()
{
if (!DummyFence.IsValid())
{
DummyFence = RHICreateGPUFence(FName());
bDummyFenceWritten = false;
}
}
void ReleaseRHI()
{
for (int i = 0; i < Fences.Num(); ++i)
{
if (Fences[i].IsValid())
{
Fences[i].SafeRelease();
}
}
DummyFence.SafeRelease();
bDummyFenceWritten = false;
}
void Allocate(FRHICommandListImmediate& RHICmdList, int32 Index)
{
if (Fences[Index].IsValid())
{
Fences[Index].SafeRelease();
}
Fences[Index] = GDynamicRHI->RHICreateRenderQuery(RQT_AbsoluteTime);
if (!bDummyFenceWritten && DummyFence.IsValid())
{
// Write dummy fence one time on first Allocate
// After that we want it to always Poll() true
RHICmdList.WriteGPUFence(DummyFence);
bDummyFenceWritten = true;
}
}
void Write(FRHICommandListImmediate& RHICmdList, int32 Index)
{
RHICmdList.EndRenderQuery(Fences[Index]);
}
bool Poll(FRHICommandListImmediate& RHICmdList, int32 Index)
{
uint64 Dummy;
return RHICmdList.GetRenderQueryResult(Fences[Index], Dummy, false, RHICmdList.GetGPUMask().ToIndex());
}
FGPUFenceRHIRef GetMapFence(int32 Index)
{
return DummyFence;
}
void Release(int32 Index)
{
Fences[Index].SafeRelease();
}
};
#endif // USE_RHI_FENCES
FVirtualTextureFeedback::FVirtualTextureFeedback()
: NumPending(0)
, WriteIndex(0)
, ReadIndex(0)
{
Fences = new FFeedbackGPUFencePool(MaxTransfers);
}
FVirtualTextureFeedback::~FVirtualTextureFeedback()
{
delete Fences;
}
void FVirtualTextureFeedback::InitRHI()
{
for (int32 Index = 0; Index < MaxTransfers; ++Index)
{
FeedbackItems[Index].StagingBuffer = RHICreateStagingBuffer();
}
Fences->InitRHI();
}
void FVirtualTextureFeedback::ReleaseRHI()
{
for (int32 Index = 0; Index < MaxTransfers; ++Index)
{
FeedbackItems[Index].StagingBuffer.SafeRelease();
}
Fences->ReleaseRHI();
}
void FVirtualTextureFeedback::TransferGPUToCPU(FRHICommandListImmediate& RHICmdList, FBufferRHIRef const& Buffer, FVirtualTextureFeedbackBufferDesc const& Desc)
{
if (NumPending >= MaxTransfers)
{
// If we have too many pending transfers, start throwing away the oldest in the ring buffer.
// We will need to allocate a new fence, since the previous fence will still be set on the old CopyToResolveTarget command (which we will now ignore/discard).
Fences->Release(ReadIndex);
NumPending --;
ReadIndex = (ReadIndex + 1) % MaxTransfers;
}
FFeedbackItem& FeedbackItem = FeedbackItems[WriteIndex];
FeedbackItem.Desc = Desc;
// We only need to transfer 1 copy of the data, so restrict mask to the first active GPU.
FeedbackItem.GPUMask = FRHIGPUMask::FromIndex(RHICmdList.GetGPUMask().GetFirstIndex());
SCOPED_GPU_MASK(RHICmdList, FeedbackItem.GPUMask);
RHICmdList.CopyToStagingBuffer(Buffer, FeedbackItem.StagingBuffer, 0, Desc.BufferSize.X * Desc.BufferSize.Y * sizeof(uint32));
Fences->Allocate(RHICmdList, WriteIndex);
Fences->Write(RHICmdList, WriteIndex);
// Increment the ring buffer write position.
WriteIndex = (WriteIndex + 1) % MaxTransfers;
++NumPending;
}
BEGIN_SHADER_PARAMETER_STRUCT(FVirtualTextureFeedbackCopyParameters, )
RDG_BUFFER_ACCESS(Input, ERHIAccess::CopySrc)
END_SHADER_PARAMETER_STRUCT()
void FVirtualTextureFeedback::TransferGPUToCPU(FRDGBuilder& GraphBuilder, FRDGBuffer* Buffer, FVirtualTextureFeedbackBufferDesc const& Desc)
{
FVirtualTextureFeedbackCopyParameters* Parameters = GraphBuilder.AllocParameters<FVirtualTextureFeedbackCopyParameters>();
Parameters->Input = Buffer;
GraphBuilder.AddPass(
RDG_EVENT_NAME("VirtualTextureFeedbackCopy"),
Parameters,
ERDGPassFlags::Readback,
[this, Buffer, Desc](FRHICommandListImmediate& InRHICmdList)
{
TransferGPUToCPU(InRHICmdList, Buffer->GetRHI(), Desc);
});
}
bool FVirtualTextureFeedback::CanMap(FRHICommandListImmediate& RHICmdList)
{
if (NumPending > 0u)
{
SCOPED_GPU_MASK(RHICmdList, FeedbackItems[ReadIndex].GPUMask);
return Fences->Poll(RHICmdList, ReadIndex);
}
else
{
return false;
}
}
FVirtualTextureFeedback::FMapResult FVirtualTextureFeedback::Map(FRHICommandListImmediate& RHICmdList, int32 MaxTransfersToMap)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_VirtualTextureFeedback_Map);
FVirtualTextureFeedback::FMapResult MapResult;
// Calculate number and size of available results.
int32 NumResults = 0;
int32 NumRects = 0;
int32 TotalReadSize = 0;
for (int32 ResultIndex = 0; ResultIndex < MaxTransfersToMap && ResultIndex < NumPending; ++ResultIndex)
{
const int32 FeedbackIndex = (ReadIndex + ResultIndex) % MaxTransfers;
FVirtualTextureFeedbackBufferDesc const& FeedbackItemDesc = FeedbackItems[FeedbackIndex].Desc;
SCOPED_GPU_MASK(RHICmdList, FeedbackItems[FeedbackIndex].GPUMask);
if (!Fences->Poll(RHICmdList, FeedbackIndex))
{
break;
}
NumResults ++;
NumRects += FeedbackItemDesc.NumRects;
TotalReadSize += FeedbackItemDesc.TotalReadSize;
}
// Fetch the valid results.
if (NumResults > 0)
{
// Get a FMapResources object to store anything that will need cleaning up on Unmap()
MapResult.MapHandle = FreeMapResources.Num() ? FreeMapResources.Pop() : MapResources.AddDefaulted();
if (NumResults == 1 && NumRects == 0)
{
// If only one target with no rectangles then fast path is to return the locked buffer.
const int32 FeedbackIndex = ReadIndex;
FVirtualTextureFeedbackBufferDesc const& FeedbackItemDesc = FeedbackItems[FeedbackIndex].Desc;
FRHIGPUMask GPUMask = FeedbackItems[FeedbackIndex].GPUMask;
FStagingBufferRHIRef StagingBuffer = FeedbackItems[FeedbackIndex].StagingBuffer;
SCOPED_GPU_MASK(RHICmdList, GPUMask);
const int32 BufferSize = FeedbackItemDesc.BufferSize.X * FeedbackItemDesc.BufferSize.Y;
MapResult.Data = (uint32*)RHICmdList.LockStagingBuffer(StagingBuffer, Fences->GetMapFence(FeedbackIndex), 0, BufferSize * sizeof(uint32));
MapResult.Size = BufferSize;
// Store index so that we can unlock staging buffer when we call Unmap().
MapResources[MapResult.MapHandle].FeedbackItemToUnlockIndex = FeedbackIndex;
}
else
{
// Concatenate the results to a single buffer (stored in the MapResources) and return that.
MapResources[MapResult.MapHandle].ResultData.SetNumUninitialized(TotalReadSize, false);
MapResult.Data = MapResources[MapResult.MapHandle].ResultData.GetData();
MapResult.Size = 0;
for (int32 ResultIndex = 0; ResultIndex < NumResults; ++ResultIndex)
{
const int32 FeedbackIndex = (ReadIndex + ResultIndex) % MaxTransfers;
FVirtualTextureFeedbackBufferDesc const& FeedbackItemDesc = FeedbackItems[FeedbackIndex].Desc;
FRHIGPUMask GPUMask = FeedbackItems[FeedbackIndex].GPUMask;
FStagingBufferRHIRef StagingBuffer = FeedbackItems[FeedbackIndex].StagingBuffer;
SCOPED_GPU_MASK(RHICmdList, GPUMask);
const int32 BufferSize = FeedbackItemDesc.BufferSize.X * FeedbackItemDesc.BufferSize.Y;
uint32 const* Data = (uint32*)RHICmdList.LockStagingBuffer(StagingBuffer, Fences->GetMapFence(FeedbackIndex), 0, BufferSize * sizeof(uint32));
if (FeedbackItemDesc.NumRects == 0)
{
// Copy full buffer
FMemory::Memcpy(MapResult.Data + MapResult.Size, Data, BufferSize * sizeof(uint32));
MapResult.Size += BufferSize;
}
else
{
// Copy individual rectangles from the buffer
const int32 BufferWidth = FeedbackItemDesc.BufferSize.X;
for (int32 RectIndex = 0; RectIndex < FeedbackItemDesc.NumRects; ++RectIndex)
{
const FIntRect Rect = FeedbackItemDesc.Rects[RectIndex];
const int32 RectWidth = Rect.Width();
const int32 RectHeight = Rect.Height();
uint32 const* Src = Data + Rect.Min.Y * BufferWidth + Rect.Min.X;
uint32* Dst = MapResult.Data + MapResult.Size;
for (int32 y = 0; y < RectHeight; ++y)
{
FMemory::Memcpy(Dst, Src, RectWidth * sizeof(uint32));
Src += BufferWidth;
Dst += RectWidth;
}
MapResult.Size += RectWidth * RectHeight;
}
}
RHICmdList.UnlockStagingBuffer(StagingBuffer);
}
}
check(MapResult.Size == TotalReadSize)
// Increment the ring buffer read position.
NumPending -= NumResults;
ReadIndex = (ReadIndex + NumResults) % MaxTransfers;
}
return MapResult;
}
FVirtualTextureFeedback::FMapResult FVirtualTextureFeedback::Map(FRHICommandListImmediate& RHICmdList)
{
return Map(RHICmdList, MaxTransfers);
}
void FVirtualTextureFeedback::Unmap(FRHICommandListImmediate& RHICmdList, int32 MapHandle)
{
if (MapHandle >= 0)
{
FMapResources& Resources = MapResources[MapHandle];
// Do any required buffer Unlock.
if (Resources.FeedbackItemToUnlockIndex >= 0)
{
SCOPED_GPU_MASK(RHICmdList, FeedbackItems[Resources.FeedbackItemToUnlockIndex].GPUMask);
RHICmdList.UnlockStagingBuffer(FeedbackItems[Resources.FeedbackItemToUnlockIndex].StagingBuffer);
Resources.FeedbackItemToUnlockIndex = -1;
}
// Reset any allocated data buffer.
Resources.ResultData.Reset();
// Return to free list.
FreeMapResources.Add(MapHandle);
}
}
TGlobalResource< FVirtualTextureFeedback > GVirtualTextureFeedback;