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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3232283 on 2016/12/13 by Ben.Woodhouse D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware #jira UE-36999 Change 3232641 on 2016/12/13 by Mark.Satterthwaite - Eliminate redundant state changes in MetalRHI in the state cache. - Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data. - Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency. - Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway. Change 3232661 on 2016/12/13 by Mark.Satterthwaite Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later. Change 3232759 on 2016/12/13 by Ben.Woodhouse Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html Change 3232803 on 2016/12/13 by Ben.Marsh Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well. Change 3232836 on 2016/12/13 by Ben.Marsh Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs. Change 3232974 on 2016/12/13 by Rolando.Caloca DR - Refactor common code to UWorld::RecreateScene #jira UE-36719 PR #2824 Change 3232976 on 2016/12/13 by Ben.Marsh Add missing dependency on tools node for Mac cooks. Need to compile SCW first. Change 3233289 on 2016/12/13 by Olaf.Piesche Fixing potentially broken spot/point light fade with old content; initialize new properties properly Change 3233811 on 2016/12/13 by Mark.Satterthwaite Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend. Change 3233854 on 2016/12/13 by Mark.Satterthwaite More information about texture type validation errors in Metal. Change 3234650 on 2016/12/14 by Rolando.Caloca DR - vk - Fix bad aspect on depth cubemaps Change 3234651 on 2016/12/14 by Rolando.Caloca DR - vk - Fix for 32 bit crash on dump layer Change 3234813 on 2016/12/14 by Guillaume.Abadie Fixes texture mask static lighting when using GBuffer selective outputs. #jira UE-39527 Change 3235047 on 2016/12/14 by Uriel.Doyon Refactored HLOD texture streaming strategy to separate forced load from visibility. Added an incremental update in the last stage of the texture streaming update load to clear any pending work. Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything. Change 3235317 on 2016/12/14 by Uriel.Doyon Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo. Change 3235431 on 2016/12/14 by Rolando.Caloca DR - Fix for Vulkan drawing black Change 3236788 on 2016/12/15 by Mark.Satterthwaite Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15. Change 3236850 on 2016/12/15 by Mark.Satterthwaite Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect. #jira UE-39801 Change 3237002 on 2016/12/15 by Benjamin.Hyder submitting updated TM-Shadermodels map Change 3237312 on 2016/12/15 by Rolando.Caloca DR - Change more macros to lambdas Change 3237394 on 2016/12/15 by Mark.Satterthwaite Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine. #jira UE-39799 Change 3237490 on 2016/12/15 by Daniel.Wright Fixed ULandscapeComponent::GetUsedMaterials Change 3237597 on 2016/12/15 by Ben.Woodhouse Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release. It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler. Change 3237654 on 2016/12/15 by Daniel.Wright Non-editor compile fix Change 3238229 on 2016/12/16 by Rolando.Caloca DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it Change 3238236 on 2016/12/16 by Rolando.Caloca DR - Compile fixes Change 3238280 on 2016/12/16 by Marc.Olano Small optimization to Lanczos-3 upsample shader code. Change 3238321 on 2016/12/16 by Rolando.Caloca DR - Compile fix Change 3238331 on 2016/12/16 by Rolando.Caloca DR - compile fix Change 3238495 on 2016/12/16 by Marc.Olano Replace TEA random number generator with PCG. Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled. Change 3238496 on 2016/12/16 by Marc.Olano Tone mapping fix for OR-31752, cherry picked from Orion 3208273 Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance. Change 3238520 on 2016/12/16 by Rolando.Caloca DR - CIS Fix Change 3238571 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3238605 on 2016/12/16 by Daniel.Wright Sharing IndirectLightingCacheTextureSampler samplers Change 3238626 on 2016/12/16 by Daniel.Wright Ray Traced Distance Field Shadow optimizations * Tighter light space tile culling * Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance * Depth bounds test on upsample * Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality * RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes Change 3238652 on 2016/12/16 by Rolando.Caloca DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead Change 3238855 on 2016/12/16 by Rolando.Caloca DR - Added FRHITexture2D GetSizeXY Change 3238881 on 2016/12/16 by Rolando.Caloca DR - CIS fix Change 3239008 on 2016/12/16 by Arne.Schober DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands Change 3239012 on 2016/12/16 by Arne.Schober DR - missing file Change 3239255 on 2016/12/17 by Rolando.Caloca DR - Remove shader clears from D3D11 Change 3239690 on 2016/12/19 by Rolando.Caloca DR - vk - Misc fixes from 1.0.37.00 SDK warnings Change 3239964 on 2016/12/19 by Rolando.Caloca DR - Fix click on editor not showing selected Change 3239995 on 2016/12/19 by Rolando.Caloca DR - Enable dist field on GL4 & Vulkan SM5 Change 3240162 on 2016/12/19 by Daniel.Wright Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code Change 3240163 on 2016/12/19 by Daniel.Wright Distance field self shadowing controls for hiding world position offset self-shadow artifacts * Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows * Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground Change3240271on 2016/12/19 by Daniel.Wright Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers. Change 3240282 on 2016/12/19 by Rolando.Caloca DR - Proper fix for hit proxies clear - Added missing stencil ref to DrawClearQuad Change 3240316 on 2016/12/19 by Rolando.Caloca DR - vk - Fixed some new 1.0.37.0 warnings Change 3240354 on 2016/12/19 by Rolando.Caloca DR - Dev shaders on sm4/5 Change 3240759 on 2016/12/20 by Rolando.Caloca DR - Fix bad crc on GL element declarations Change 3240895 on 2016/12/20 by Rolando.Caloca DR - vk - Swapchain fixes Change 3241057 on 2016/12/20 by Rolando.Caloca DR - vk - Fix resize on desktop Change 3241112 on 2016/12/20 by Rolando.Caloca DR - vk - Fix 1.0.37.0 warnings - Ignore some warnings we know we can't fix Change 3241310 on 2016/12/20 by Rolando.Caloca DR - vk - Fix crash Change 3241417 on 2016/12/20 by Daniel.Wright [Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios Change 3241990 on 2016/12/21 by Daniel.Wright Converted DistanceFieldVolume data to BulkData * FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s Change 3242005 on 2016/12/21 by Daniel.Wright Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity Change 3242295 on 2016/12/21 by Bob.Tellez Duplicating CL#3242294 from //Fortnite/Main #UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled Change 3242487 on 2016/12/21 by Marcus.Wassmer Fix typo Change 3243091 on 2016/12/22 by Daniel.Wright Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS Change 3243161 on 2016/12/22 by Uriel.Doyon New async tasks for the streaming update. Optimizing the biggest frame cost. Change 3243179 on 2016/12/22 by Uriel.Doyon Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask Change 3243236 on 2016/12/22 by Daniel.Wright Fixed DFAO bilateral upsample * Depth buffer was being unbound due to lack of DepthRead_StencilNop Change 3243452 on 2016/12/23 by Ben.Woodhouse Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners #jira UE-35247 Change 3243512 on 2016/12/23 by Uriel.Doyon Improved task system for texture streaming. Change 3243742 on 2016/12/26 by Rolando.Caloca DR - vk - Fix UAV clears - Removed old validation layer - Print found device layers Change 3243745 on 2016/12/27 by Rolando.Caloca DR - vk - Fix for texture cube arrays - Warning for ClearUAVs Change 3243762 on 2016/12/27 by Rolando.Caloca DR - vk - Always use pipeline cache Change 3244450 on 2016/12/31 by Rolando.Caloca DR - vk - Pre reqs for separate transfer queue Change 3244453 on 2016/12/31 by Rolando.Caloca DR - vk - Win32 compile fix Change3244756on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3244757 on 2017/01/03 by Marcus.Wassmer Niagara is still experimental in non-task branches. Change 3245059 on 2017/01/03 by Benjamin.Hyder Submitting TM-TrigNodes map Change 3245500 on 2017/01/03 by Olaf.Piesche Compile fix #1 for post-merge problems Change 3245572 on 2017/01/03 by Olaf.Piesche (Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool. Change 3245683 on 2017/01/03 by Marcus.Wassmer Fix some niagara warnings Change 3245732 on 2017/01/03 by Marcus.Wassmer Fix Niagara compile on clang platforms. Fix a few warnings / static analysis things as well. Change 3246403 on 2017/01/04 by Rolando.Caloca DR - vk - Fix bogus warning Change 3246432 on 2017/01/04 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering) Change 3246538 on 2017/01/04 by Rolando.Caloca DR - vk - Show hitch time for compute psos Change 3246580 on 2017/01/04 by Rolando.Caloca DR - vk - compile fix Change 3246610 on 2017/01/04 by Rolando.Caloca DR - Compute PSO pre reqs Change 3246707 on 2017/01/04 by Marcus.Wassmer Add missing integer operations to UnrealMathDirectX.h Change 3246786 on 2017/01/04 by Marcus.Wassmer Avoid public dependency build errors. Should probably just remove the DDCUtils module instead Change 3246828 on 2017/01/04 by Olaf.Piesche UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view. Change 3247026 on 2017/01/04 by Rolando.Caloca DR - Remove CrossCompilerTool as it's not required anymore Change 3247086 on 2017/01/04 by Marcus.Wassmer Remove includes for Core.h monolithic header Change 3247227 on 2017/01/04 by Marcus.Wassmer Fix typo and compile errors. Change 3247228 on 2017/01/04 by Marcus.Wassmer Use crossplatform intrinsics Change 3247229 on 2017/01/04 by Marcus.Wassmer Implement missing integer NEON operations. Change NEON vectorint to match name and sign from other platforms Change 3247245 on 2017/01/04 by Marcus.Wassmer Fixing various warnings/errors from clang platforms (Mac/Linux) Change 3247331 on 2017/01/04 by Marcus.Wassmer More Mac/clang fixes Change 3247958 on 2017/01/05 by Marcus.Wassmer VectorInt < - > Float ops should be conversions not reinterpret cast Change 3247959 on 2017/01/05 by Marcus.Wassmer Add missing ops to non-vector header Change 3247964 on 2017/01/05 by Rolando.Caloca DR - Temp fix for crash #jira UE-40211 Change 3248067 on 2017/01/05 by Rolando.Caloca DR - Static analysis fixes #jira UE-40167 Change 3248284 on 2017/01/05 by Rolando.Caloca DR - Linuix Compile fix #jira UE-40260 Change 3248288 on 2017/01/05 by Rolando.Caloca DR - Linux compile fix #jira UE-40264 Change 3248399 on 2017/01/05 by Brian.Karis Filtered importance sampling for envmap prefiltering. Fixed SSR on clearcoat with skylight only. Change 3248503 on 2017/01/05 by Rolando.Caloca DR - Linux fixes #jira UE-40264 Change 3248666 on 2017/01/05 by Brian.Karis Fix GL compile error Change 3248740 on 2017/01/05 by Marcus.Wassmer Fix linux and clang errors/warnings Change 3248851 on 2017/01/05 by Marcus.Wassmer Simplest fix for ES2 compile errors Change 3249217 on 2017/01/06 by Simon.Tovey Speculative fix for static analysis warning Change 3249296 on 2017/01/06 by Ben.Woodhouse XB1/Fast semantics: Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target. This fixes bloom and diffuse irradiance issues The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest #jira UE-39727 #jira UE-40238 Change 3249300 on 2017/01/06 by Ben.Woodhouse Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296 Change 3249387 on 2017/01/06 by Rolando.Caloca DR - Fix GL clear issues #jira UE-40254 Change 3249435 on 2017/01/06 by Ben.Woodhouse Duplicated from UT CL3238664Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials. Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals #jira UT-6891 #jira UE-39842 Change 3249721 on 2017/01/06 by Marcus.Wassmer Remove final references to non-existent Niagara data Change 3249742 on 2017/01/06 by Marcus.Wassmer Fix missing GPU particles on Mac. Pointers getting reused is causing the blendstate equality operator to fail. Simple workaround until we have time for a proper fix. [CL 3249983 by Marcus Wassmer in Main branch]
1489 lines
40 KiB
C++
1489 lines
40 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderTargetPool.cpp: Scene render target pool manager.
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=============================================================================*/
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#include "PostProcess/RenderTargetPool.h"
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#include "RHIStaticStates.h"
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#include "EngineGlobals.h"
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#include "Engine/Engine.h"
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#include "CanvasTypes.h"
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#include "Engine/Canvas.h"
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#include "PostProcess/SceneRenderTargets.h"
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#include "SceneRendering.h"
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#include "RenderTargetTemp.h"
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/** The global render targets pool. */
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TGlobalResource<FRenderTargetPool> GRenderTargetPool;
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DEFINE_LOG_CATEGORY_STATIC(LogRenderTargetPool, Warning, All);
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static void DumpRenderTargetPoolMemory(FOutputDevice& OutputDevice)
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{
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GRenderTargetPool.DumpMemoryUsage(OutputDevice);
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}
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static FAutoConsoleCommandWithOutputDevice GDumpRenderTargetPoolMemoryCmd(
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TEXT("r.DumpRenderTargetPoolMemory"),
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TEXT("Dump allocation information for the render target pool."),
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FConsoleCommandWithOutputDeviceDelegate::CreateStatic(DumpRenderTargetPoolMemory)
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);
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void RenderTargetPoolEvents(const TArray<FString>& Args)
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{
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uint32 SizeInKBThreshold = -1;
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if(Args.Num() && Args[0].IsNumeric())
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{
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SizeInKBThreshold = FCString::Atof(*Args[0]);
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}
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if(SizeInKBThreshold != -1)
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{
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UE_LOG(LogRenderTargetPool, Display, TEXT("r.DumpRenderTargetPoolEvents is now enabled, use r.DumpRenderTargetPoolEvents ? for help"));
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GRenderTargetPool.EventRecordingSizeThreshold = SizeInKBThreshold;
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GRenderTargetPool.bStartEventRecordingNextTick = true;
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}
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else
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{
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GRenderTargetPool.DisableEventDisplay();
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UE_LOG(LogRenderTargetPool, Display, TEXT("r.DumpRenderTargetPoolEvents is now disabled, use r.DumpRenderTargetPoolEvents <SizeInKB> to enable or r.DumpRenderTargetPoolEvents ? for help"));
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}
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}
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// CVars and commands
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static FAutoConsoleCommand GRenderTargetPoolEventsCmd(
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TEXT("r.RenderTargetPool.Events"),
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TEXT("Visualize the render target pool events over time in one frame. Optional parameter defines threshold in KB.\n")
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TEXT("To disable the view use the command without any parameter"),
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FConsoleCommandWithArgsDelegate::CreateStatic(RenderTargetPoolEvents)
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);
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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static TAutoConsoleVariable<int32> CVarRenderTargetPoolTest(
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TEXT("r.RenderTargetPoolTest"),
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0,
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TEXT("Clears the texture returned by the rendertarget pool with a special color\n")
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TEXT("so we can see better which passes would need to clear. Doesn't work on volume textures and non rendertargets yet.\n")
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TEXT(" 0:off (default), 1:on"),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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#endif
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bool FRenderTargetPool::IsEventRecordingEnabled() const
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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return bEventRecordingStarted && bEventRecordingActive;
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#else
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return false;
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#endif
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}
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IPooledRenderTarget* FRenderTargetPoolEvent::GetValidatedPointer() const
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{
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int32 Index = GRenderTargetPool.FindIndex(Pointer);
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if(Index >= 0)
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{
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return Pointer;
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}
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return 0;
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}
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bool FRenderTargetPoolEvent::NeedsDeallocEvent()
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{
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if(GetEventType() == ERTPE_Alloc)
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{
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if(Pointer)
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{
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IPooledRenderTarget* ValidPointer = GetValidatedPointer();
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if(!ValidPointer || ValidPointer->IsFree())
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{
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Pointer = 0;
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return true;
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}
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}
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}
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return false;
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}
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static uint32 ComputeSizeInKB(FPooledRenderTarget& Element)
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{
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return (Element.ComputeMemorySize() + 1023) / 1024;
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}
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FRenderTargetPool::FRenderTargetPool()
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: AllocationLevelInKB(0)
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, bCurrentlyOverBudget(false)
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, bStartEventRecordingNextTick(false)
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, EventRecordingSizeThreshold(0)
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, bEventRecordingActive(false)
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, bEventRecordingStarted(false)
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, CurrentEventRecordingTime(0)
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{
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}
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static void LogVRamUsage(FPooledRenderTarget& Ref, FTextureRHIParamRef TexRef)
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{
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if(FPlatformProperties::SupportsFastVRAMMemory() && TexRef)
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{
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FRHIResourceInfo Info;
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RHIGetResourceInfo(TexRef, Info);
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if(Info.VRamAllocation.AllocationSize)
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{
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// note we do KB for more readable numbers but this can cause quantization loss
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UE_LOG(LogShaders, Log, TEXT(" VRamInKB(Start/Size):%d/%d %s '%s'"),
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Info.VRamAllocation.AllocationStart / 1024,
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(Info.VRamAllocation.AllocationSize + 1023) / 1024,
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*Ref.GetDesc().GenerateInfoString(),
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Ref.GetDesc().DebugName);
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}
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else
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{
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UE_LOG(LogShaders, Log, TEXT(" VRamInKB request failed %s '%s'"),
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*Ref.GetDesc().GenerateInfoString(),
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Ref.GetDesc().DebugName);
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}
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}
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}
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static void LogVRamUsage(FPooledRenderTarget& Ref)
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{
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if(Ref.GetDesc().Flags & TexCreate_FastVRAM)
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{
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LogVRamUsage(Ref, Ref.GetRenderTargetItem().TargetableTexture);
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if(Ref.GetRenderTargetItem().TargetableTexture != Ref.GetRenderTargetItem().ShaderResourceTexture)
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{
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LogVRamUsage(Ref, Ref.GetRenderTargetItem().ShaderResourceTexture);
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}
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}
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}
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void FRenderTargetPool::TransitionTargetsWritable(FRHICommandListImmediate& RHICmdList)
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderTargetPoolTransition);
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check(IsInRenderingThread());
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WaitForTransitionFence();
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TransitionTargets.Reset();
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for (int32 i = 0; i < PooledRenderTargets.Num(); ++i)
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{
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FPooledRenderTarget* PooledRT = PooledRenderTargets[i];
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if (PooledRT && PooledRT->GetDesc().AutoWritable)
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{
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FTextureRHIParamRef RenderTarget = PooledRT->GetRenderTargetItem().TargetableTexture;
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if (RenderTarget)
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{
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TransitionTargets.Add(RenderTarget);
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}
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}
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}
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if (TransitionTargets.Num() > 0)
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{
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RHICmdList.TransitionResourceArrayNoCopy(EResourceTransitionAccess::EWritable, TransitionTargets);
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if (GRHIThread)
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{
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TransitionFence = RHICmdList.RHIThreadFence(false);
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}
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}
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}
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void FRenderTargetPool::WaitForTransitionFence()
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderTargetPoolTransitionWait);
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check(IsInRenderingThread());
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if (TransitionFence)
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{
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check(IsInRenderingThread());
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FRHICommandListExecutor::WaitOnRHIThreadFence(TransitionFence);
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TransitionFence = nullptr;
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}
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TransitionTargets.Reset();
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DeferredDeleteArray.Reset();
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}
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bool FRenderTargetPool::FindFreeElement(FRHICommandList& RHICmdList, const FPooledRenderTargetDesc& Desc, TRefCountPtr<IPooledRenderTarget> &Out, const TCHAR* InDebugName, bool bDoWritableBarrier)
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{
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check(IsInRenderingThread());
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if(!Desc.IsValid())
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{
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// no need to do anything
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return true;
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}
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// if we can keep the current one, do that
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if(Out)
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{
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FPooledRenderTarget* Current = (FPooledRenderTarget*)Out.GetReference();
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check(!Current->IsSnapshot());
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const bool bExactMatch = true;
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if(Out->GetDesc().Compare(Desc, bExactMatch))
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{
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// we can reuse the same, but the debug name might have changed
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Current->Desc.DebugName = InDebugName;
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RHIBindDebugLabelName(Current->GetRenderTargetItem().TargetableTexture, InDebugName);
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check(!Out->IsFree());
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return true;
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}
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else
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{
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// release old reference, it might free a RT we can use
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Out = 0;
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if(Current->IsFree())
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{
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AllocationLevelInKB -= ComputeSizeInKB(*Current);
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int32 Index = FindIndex(Current);
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check(Index >= 0);
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|
|
|
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
|
|
PooledRenderTargets[Index] = 0;
|
|
|
|
VerifyAllocationLevel();
|
|
}
|
|
}
|
|
}
|
|
|
|
FPooledRenderTarget* Found = 0;
|
|
uint32 FoundIndex = -1;
|
|
bool bReusingExistingTarget = false;
|
|
// try to find a suitable element in the pool
|
|
{
|
|
//don't spend time doing 2 passes if the platform doesn't support fastvram
|
|
uint32 PassCount = ((Desc.Flags & TexCreate_FastVRAM) && FPlatformProperties::SupportsFastVRAMMemory()) ? 2 : 1;
|
|
|
|
// first we try exact, if that fails we try without TexCreate_FastVRAM
|
|
// (easily we can run out of VRam, if this search becomes a performance problem we can optimize or we should use less TexCreate_FastVRAM)
|
|
for(uint32 Pass = 0; Pass < PassCount; ++Pass)
|
|
{
|
|
bool bExactMatch = (Pass == 0);
|
|
|
|
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element && Element->IsFree() && Element->GetDesc().Compare(Desc, bExactMatch))
|
|
{
|
|
check(!Element->IsSnapshot());
|
|
Found = Element;
|
|
FoundIndex = i;
|
|
bReusingExistingTarget = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!Found)
|
|
{
|
|
UE_LOG(LogRenderTargetPool, Display, TEXT("%d MB, NewRT %s %s"), (AllocationLevelInKB + 1023) / 1024, *Desc.GenerateInfoString(), InDebugName);
|
|
|
|
// not found in the pool, create a new element
|
|
Found = new FPooledRenderTarget(Desc);
|
|
|
|
PooledRenderTargets.Add(Found);
|
|
|
|
// TexCreate_UAV should be used on Desc.TargetableFlags
|
|
check(!(Desc.Flags & TexCreate_UAV));
|
|
|
|
FRHIResourceCreateInfo CreateInfo(Desc.ClearValue);
|
|
|
|
if(Desc.TargetableFlags & (TexCreate_RenderTargetable | TexCreate_DepthStencilTargetable | TexCreate_UAV))
|
|
{
|
|
if(Desc.Is2DTexture())
|
|
{
|
|
if (!Desc.IsArray())
|
|
{
|
|
RHICreateTargetableShaderResource2D(
|
|
Desc.Extent.X,
|
|
Desc.Extent.Y,
|
|
Desc.Format,
|
|
Desc.NumMips,
|
|
Desc.Flags,
|
|
Desc.TargetableFlags,
|
|
Desc.bForceSeparateTargetAndShaderResource,
|
|
CreateInfo,
|
|
(FTexture2DRHIRef&)Found->RenderTargetItem.TargetableTexture,
|
|
(FTexture2DRHIRef&)Found->RenderTargetItem.ShaderResourceTexture,
|
|
Desc.NumSamples
|
|
);
|
|
}
|
|
else
|
|
{
|
|
RHICreateTargetableShaderResource2DArray(
|
|
Desc.Extent.X,
|
|
Desc.Extent.Y,
|
|
Desc.ArraySize,
|
|
Desc.Format,
|
|
Desc.NumMips,
|
|
Desc.Flags,
|
|
Desc.TargetableFlags,
|
|
CreateInfo,
|
|
(FTexture2DArrayRHIRef&)Found->RenderTargetItem.TargetableTexture,
|
|
(FTexture2DArrayRHIRef&)Found->RenderTargetItem.ShaderResourceTexture,
|
|
Desc.NumSamples
|
|
);
|
|
}
|
|
|
|
if (GSupportsRenderTargetWriteMask && Desc.bCreateRenderTargetWriteMask)
|
|
{
|
|
Found->RenderTargetItem.RTWriteMaskDataBufferRHI = RHICreateRTWriteMaskBuffer((FTexture2DRHIRef&)Found->RenderTargetItem.TargetableTexture);
|
|
Found->RenderTargetItem.RTWriteMaskBufferRHI_SRV = RHICreateShaderResourceView(Found->RenderTargetItem.RTWriteMaskDataBufferRHI);
|
|
}
|
|
|
|
if( Desc.NumMips > 1 )
|
|
{
|
|
Found->RenderTargetItem.MipSRVs.SetNum( Desc.NumMips );
|
|
for( uint16 i = 0; i < Desc.NumMips; i++ )
|
|
{
|
|
Found->RenderTargetItem.MipSRVs[i] = RHICreateShaderResourceView( (FTexture2DRHIRef&)Found->RenderTargetItem.ShaderResourceTexture, i );
|
|
}
|
|
}
|
|
}
|
|
else if(Desc.Is3DTexture())
|
|
{
|
|
Found->RenderTargetItem.ShaderResourceTexture = RHICreateTexture3D(
|
|
Desc.Extent.X,
|
|
Desc.Extent.Y,
|
|
Desc.Depth,
|
|
Desc.Format,
|
|
Desc.NumMips,
|
|
Desc.TargetableFlags,
|
|
CreateInfo);
|
|
|
|
// similar to RHICreateTargetableShaderResource2D
|
|
Found->RenderTargetItem.TargetableTexture = Found->RenderTargetItem.ShaderResourceTexture;
|
|
}
|
|
else
|
|
{
|
|
check(Desc.IsCubemap());
|
|
if(Desc.IsArray())
|
|
{
|
|
RHICreateTargetableShaderResourceCubeArray(
|
|
Desc.Extent.X,
|
|
Desc.ArraySize,
|
|
Desc.Format,
|
|
Desc.NumMips,
|
|
Desc.Flags,
|
|
Desc.TargetableFlags,
|
|
false,
|
|
CreateInfo,
|
|
(FTextureCubeRHIRef&)Found->RenderTargetItem.TargetableTexture,
|
|
(FTextureCubeRHIRef&)Found->RenderTargetItem.ShaderResourceTexture
|
|
);
|
|
}
|
|
else
|
|
{
|
|
RHICreateTargetableShaderResourceCube(
|
|
Desc.Extent.X,
|
|
Desc.Format,
|
|
Desc.NumMips,
|
|
Desc.Flags,
|
|
Desc.TargetableFlags,
|
|
false,
|
|
CreateInfo,
|
|
(FTextureCubeRHIRef&)Found->RenderTargetItem.TargetableTexture,
|
|
(FTextureCubeRHIRef&)Found->RenderTargetItem.ShaderResourceTexture
|
|
);
|
|
|
|
if( Desc.NumMips > 1 )
|
|
{
|
|
Found->RenderTargetItem.MipSRVs.SetNum( Desc.NumMips );
|
|
for( uint16 i = 0; i < Desc.NumMips; i++ )
|
|
{
|
|
Found->RenderTargetItem.MipSRVs[i] = RHICreateShaderResourceView( (FTextureCubeRHIRef&)Found->RenderTargetItem.ShaderResourceTexture, i );
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
RHIBindDebugLabelName(Found->RenderTargetItem.TargetableTexture, InDebugName);
|
|
}
|
|
else
|
|
{
|
|
if(Desc.Is2DTexture())
|
|
{
|
|
// this is useful to get a CPU lockable texture through the same interface
|
|
Found->RenderTargetItem.ShaderResourceTexture = RHICreateTexture2D(
|
|
Desc.Extent.X,
|
|
Desc.Extent.Y,
|
|
Desc.Format,
|
|
Desc.NumMips,
|
|
Desc.NumSamples,
|
|
Desc.Flags,
|
|
CreateInfo);
|
|
}
|
|
else if(Desc.Is3DTexture())
|
|
{
|
|
Found->RenderTargetItem.ShaderResourceTexture = RHICreateTexture3D(
|
|
Desc.Extent.X,
|
|
Desc.Extent.Y,
|
|
Desc.Depth,
|
|
Desc.Format,
|
|
Desc.NumMips,
|
|
Desc.Flags,
|
|
CreateInfo);
|
|
}
|
|
else
|
|
{
|
|
check(Desc.IsCubemap());
|
|
if(Desc.IsArray())
|
|
{
|
|
FTextureCubeRHIRef CubeTexture = RHICreateTextureCubeArray(Desc.Extent.X,Desc.ArraySize,Desc.Format,Desc.NumMips,Desc.Flags | Desc.TargetableFlags | TexCreate_ShaderResource,CreateInfo);
|
|
Found->RenderTargetItem.TargetableTexture = Found->RenderTargetItem.ShaderResourceTexture = CubeTexture;
|
|
}
|
|
else
|
|
{
|
|
FTextureCubeRHIRef CubeTexture = RHICreateTextureCube(Desc.Extent.X,Desc.Format,Desc.NumMips,Desc.Flags | Desc.TargetableFlags | TexCreate_ShaderResource,CreateInfo);
|
|
Found->RenderTargetItem.TargetableTexture = Found->RenderTargetItem.ShaderResourceTexture = CubeTexture;
|
|
}
|
|
}
|
|
|
|
RHIBindDebugLabelName(Found->RenderTargetItem.ShaderResourceTexture, InDebugName);
|
|
}
|
|
|
|
if(Desc.TargetableFlags & TexCreate_UAV)
|
|
{
|
|
// The render target desc is invalid if a UAV is requested with an RHI that doesn't support the high-end feature level.
|
|
check(GMaxRHIFeatureLevel == ERHIFeatureLevel::SM5);
|
|
Found->RenderTargetItem.UAV = RHICreateUnorderedAccessView(Found->RenderTargetItem.TargetableTexture);
|
|
}
|
|
|
|
AllocationLevelInKB += ComputeSizeInKB(*Found);
|
|
VerifyAllocationLevel();
|
|
|
|
FoundIndex = PooledRenderTargets.Num() - 1;
|
|
|
|
// done twice but it doesn't hurt an LogVRamUsage gets the new name this way
|
|
Found->Desc.DebugName = InDebugName;
|
|
|
|
LogVRamUsage(*Found);
|
|
}
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
{
|
|
|
|
if(CVarRenderTargetPoolTest.GetValueOnRenderThread())
|
|
{
|
|
if(Found->GetDesc().TargetableFlags & TexCreate_RenderTargetable)
|
|
{
|
|
SetRenderTarget(RHICmdList, Found->RenderTargetItem.TargetableTexture, FTextureRHIRef());
|
|
RHICmdList.ClearColorTexture(Found->RenderTargetItem.TargetableTexture, FLinearColor(1000, 1000, 1000, 1000));
|
|
}
|
|
else if(Found->GetDesc().TargetableFlags & TexCreate_UAV)
|
|
{
|
|
const uint32 ZeroClearValue[4] = { 1000, 1000, 1000, 1000 };
|
|
RHICmdList.ClearUAV(Found->RenderTargetItem.UAV, ZeroClearValue);
|
|
}
|
|
|
|
if(Desc.TargetableFlags & TexCreate_DepthStencilTargetable)
|
|
{
|
|
SetRenderTarget(RHICmdList, FTextureRHIRef(), Found->RenderTargetItem.TargetableTexture);
|
|
RHICmdList.ClearDepthStencilTexture(Found->RenderTargetItem.TargetableTexture, EClearDepthStencil::Depth, 0.0, 0);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
check(Found->IsFree());
|
|
check(!Found->IsSnapshot());
|
|
|
|
Found->Desc.DebugName = InDebugName;
|
|
Found->UnusedForNFrames = 0;
|
|
|
|
AddAllocEvent(FoundIndex, Found);
|
|
|
|
// assign to the reference counted variable
|
|
Out = Found;
|
|
|
|
check(!Found->IsFree());
|
|
|
|
if (bReusingExistingTarget && bDoWritableBarrier)
|
|
{
|
|
RHICmdList.TransitionResource(EResourceTransitionAccess::EWritable, Found->GetRenderTargetItem().TargetableTexture);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void FRenderTargetPool::CreateUntrackedElement(const FPooledRenderTargetDesc& Desc, TRefCountPtr<IPooledRenderTarget> &Out, const FSceneRenderTargetItem& Item)
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
Out = 0;
|
|
|
|
// not found in the pool, create a new element
|
|
FPooledRenderTarget* Found = new FPooledRenderTarget(Desc);
|
|
|
|
Found->RenderTargetItem = Item;
|
|
check(!Found->IsSnapshot());
|
|
|
|
// assign to the reference counted variable
|
|
Out = Found;
|
|
}
|
|
|
|
IPooledRenderTarget* FRenderTargetPool::MakeSnapshot(const TRefCountPtr<IPooledRenderTarget>& In)
|
|
{
|
|
check(IsInRenderingThread());
|
|
FPooledRenderTarget* NewSnapshot = nullptr;
|
|
if (In.GetReference())
|
|
{
|
|
NewSnapshot = new (FMemStack::Get()) FPooledRenderTarget(*static_cast<FPooledRenderTarget*>(In.GetReference()));
|
|
PooledRenderTargetSnapshots.Add(NewSnapshot);
|
|
}
|
|
return NewSnapshot;
|
|
}
|
|
|
|
|
|
void FRenderTargetPool::GetStats(uint32& OutWholeCount, uint32& OutWholePoolInKB, uint32& OutUsedInKB) const
|
|
{
|
|
OutWholeCount = (uint32)PooledRenderTargets.Num();
|
|
OutUsedInKB = 0;
|
|
OutWholePoolInKB = 0;
|
|
|
|
for(uint32 i = 0; i < (uint32)PooledRenderTargets.Num(); ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element)
|
|
{
|
|
check(!Element->IsSnapshot());
|
|
uint32 SizeInKB = ComputeSizeInKB(*Element);
|
|
|
|
OutWholePoolInKB += SizeInKB;
|
|
|
|
if(!Element->IsFree())
|
|
{
|
|
OutUsedInKB += SizeInKB;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if this triggers uncomment the code in VerifyAllocationLevel() and debug the issue, we might leak memory or not release when we could
|
|
ensure(AllocationLevelInKB == OutWholePoolInKB);
|
|
}
|
|
|
|
void FRenderTargetPool::AddPhaseEvent(const TCHAR *InPhaseName)
|
|
{
|
|
if(IsEventRecordingEnabled())
|
|
{
|
|
AddDeallocEvents();
|
|
|
|
const FString* LastName = GetLastEventPhaseName();
|
|
|
|
if(!LastName || *LastName != InPhaseName)
|
|
{
|
|
if(CurrentEventRecordingTime)
|
|
{
|
|
// put a break to former data
|
|
++CurrentEventRecordingTime;
|
|
}
|
|
|
|
FRenderTargetPoolEvent NewEvent(InPhaseName, CurrentEventRecordingTime);
|
|
|
|
RenderTargetPoolEvents.Add(NewEvent);
|
|
}
|
|
}
|
|
}
|
|
|
|
// helper class to get a consistent layout in multiple functions
|
|
// MaxX and Y are the output value that can be requested during or after iteration
|
|
// Examples usages:
|
|
// FRenderTargetPoolEventIterator It(RenderTargetPoolEvents, OptionalStartIndex);
|
|
// while(FRenderTargetPoolEvent* Event = It.Iterate()) {}
|
|
struct FRenderTargetPoolEventIterator
|
|
{
|
|
int32 Index;
|
|
TArray<FRenderTargetPoolEvent>& RenderTargetPoolEvents;
|
|
bool bLineContent;
|
|
uint32 TotalWidth;
|
|
int32 Y;
|
|
|
|
// constructor
|
|
FRenderTargetPoolEventIterator(TArray<FRenderTargetPoolEvent>& InRenderTargetPoolEvents, int32 InIndex = 0)
|
|
: Index(InIndex)
|
|
, RenderTargetPoolEvents(InRenderTargetPoolEvents)
|
|
, bLineContent(false)
|
|
, TotalWidth(1)
|
|
, Y(0)
|
|
{
|
|
Touch();
|
|
}
|
|
|
|
FRenderTargetPoolEvent* operator*()
|
|
{
|
|
if(Index < RenderTargetPoolEvents.Num())
|
|
{
|
|
return &RenderTargetPoolEvents[Index];
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// @return 0 if end was reached
|
|
FRenderTargetPoolEventIterator& operator++()
|
|
{
|
|
if(Index < RenderTargetPoolEvents.Num())
|
|
{
|
|
++Index;
|
|
}
|
|
|
|
Touch();
|
|
|
|
return *this;
|
|
}
|
|
|
|
int32 FindClosingEventY() const
|
|
{
|
|
FRenderTargetPoolEventIterator It = *this;
|
|
|
|
const ERenderTargetPoolEventType StartType = (*It)->GetEventType();
|
|
|
|
if(StartType == ERTPE_Alloc)
|
|
{
|
|
int32 PoolEntryId = RenderTargetPoolEvents[Index].GetPoolEntryId();
|
|
|
|
++It;
|
|
|
|
// search for next Dealloc of the same PoolEntryId
|
|
for(; *It; ++It)
|
|
{
|
|
FRenderTargetPoolEvent* Event = *It;
|
|
|
|
if(Event->GetEventType() == ERTPE_Dealloc && Event->GetPoolEntryId() == PoolEntryId)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if(StartType == ERTPE_Phase)
|
|
{
|
|
++It;
|
|
|
|
// search for next Phase
|
|
for(; *It; ++It)
|
|
{
|
|
FRenderTargetPoolEvent* Event = *It;
|
|
|
|
if(Event->GetEventType() == ERTPE_Phase)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
check(0);
|
|
}
|
|
|
|
return It.Y;
|
|
}
|
|
|
|
private:
|
|
|
|
void Touch()
|
|
{
|
|
if(Index < RenderTargetPoolEvents.Num())
|
|
{
|
|
const FRenderTargetPoolEvent& Event = RenderTargetPoolEvents[Index];
|
|
|
|
const ERenderTargetPoolEventType Type = Event.GetEventType();
|
|
|
|
if(Type == ERTPE_Alloc)
|
|
{
|
|
// for now they are all equal width
|
|
TotalWidth = FMath::Max(TotalWidth, Event.GetColumnX() + Event.GetColumnSize());
|
|
}
|
|
Y = Event.GetTimeStep();
|
|
}
|
|
}
|
|
};
|
|
|
|
uint32 FRenderTargetPool::ComputeEventDisplayHeight()
|
|
{
|
|
FRenderTargetPoolEventIterator It(RenderTargetPoolEvents);
|
|
|
|
for(; *It; ++It)
|
|
{
|
|
}
|
|
|
|
return It.Y;
|
|
}
|
|
|
|
const FString* FRenderTargetPool::GetLastEventPhaseName()
|
|
{
|
|
// could be optimized but this is a debug view
|
|
|
|
// start from the end for better performance
|
|
for(int32 i = RenderTargetPoolEvents.Num() - 1; i >= 0; --i)
|
|
{
|
|
const FRenderTargetPoolEvent* Event = &RenderTargetPoolEvents[i];
|
|
|
|
if(Event->GetEventType() == ERTPE_Phase)
|
|
{
|
|
return &Event->GetPhaseName();
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
FRenderTargetPool::SMemoryStats FRenderTargetPool::ComputeView()
|
|
{
|
|
SMemoryStats MemoryStats;
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
{
|
|
struct FRTPColumn
|
|
{
|
|
// index into the column, -1 if this is no valid column
|
|
uint32 PoolEntryId;
|
|
// for sorting
|
|
uint64 SizeInBytes;
|
|
// for sorting
|
|
bool bVRam;
|
|
|
|
// default constructor
|
|
FRTPColumn()
|
|
: PoolEntryId(-1)
|
|
, SizeInBytes(0)
|
|
{
|
|
}
|
|
|
|
// constructor
|
|
FRTPColumn(const FRenderTargetPoolEvent& Event)
|
|
: PoolEntryId(Event.GetPoolEntryId())
|
|
, bVRam((Event.GetDesc().Flags & TexCreate_FastVRAM) != 0)
|
|
{
|
|
SizeInBytes = Event.GetSizeInBytes();
|
|
}
|
|
|
|
// sort criteria
|
|
bool operator <(const FRTPColumn& rhs) const
|
|
{
|
|
// sort VRam first (only matters on XboxOne but nice to always see it)
|
|
// sorting only useful for XboxOne if(bVRam != rhs.bVRam) return bVRam > rhs.bVRam;
|
|
|
|
// we want the large ones first
|
|
return SizeInBytes > rhs.SizeInBytes;
|
|
}
|
|
};
|
|
|
|
TArray<FRTPColumn> Colums;
|
|
|
|
// generate Colums
|
|
for(int32 i = 0, Num = RenderTargetPoolEvents.Num(); i < Num; i++)
|
|
{
|
|
FRenderTargetPoolEvent* Event = &RenderTargetPoolEvents[i];
|
|
|
|
if(Event->GetEventType() == ERTPE_Alloc)
|
|
{
|
|
uint32 PoolEntryId = Event->GetPoolEntryId();
|
|
|
|
if(PoolEntryId >= (uint32)Colums.Num())
|
|
{
|
|
Colums.SetNum(PoolEntryId + 1);
|
|
}
|
|
|
|
Colums[PoolEntryId] = FRTPColumn(*Event);
|
|
}
|
|
}
|
|
|
|
Colums.Sort();
|
|
|
|
{
|
|
uint32 ColumnX = 0;
|
|
|
|
for(int32 ColumnIndex = 0, ColumnsNum = Colums.Num(); ColumnIndex < ColumnsNum; ++ColumnIndex)
|
|
{
|
|
const FRTPColumn& RTPColumn = Colums[ColumnIndex];
|
|
|
|
uint32 ColumnSize = RTPColumn.SizeInBytes;
|
|
|
|
// hide columns that are too small to make a difference (e.g. <1 MB)
|
|
if(RTPColumn.SizeInBytes <= EventRecordingSizeThreshold * 1024)
|
|
{
|
|
ColumnSize = 0;
|
|
}
|
|
else
|
|
{
|
|
MemoryStats.DisplayedUsageInBytes += RTPColumn.SizeInBytes;
|
|
|
|
// give an entry some size to be more UI friendly (if we get mouse UI for zooming in we might not want that any more)
|
|
ColumnSize = FMath::Max((uint32)(1024 * 1024), ColumnSize);
|
|
}
|
|
|
|
MemoryStats.TotalColumnSize += ColumnSize;
|
|
MemoryStats.TotalUsageInBytes += RTPColumn.SizeInBytes;
|
|
|
|
for(int32 EventIndex = 0, PoolEventsNum = RenderTargetPoolEvents.Num(); EventIndex < PoolEventsNum; EventIndex++)
|
|
{
|
|
FRenderTargetPoolEvent* Event = &RenderTargetPoolEvents[EventIndex];
|
|
|
|
if(Event->GetEventType() != ERTPE_Phase)
|
|
{
|
|
uint32 PoolEntryId = Event->GetPoolEntryId();
|
|
|
|
if(RTPColumn.PoolEntryId == PoolEntryId)
|
|
{
|
|
Event->SetColumn(ColumnIndex, ColumnX, ColumnSize);
|
|
}
|
|
}
|
|
}
|
|
ColumnX += ColumnSize;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return MemoryStats;
|
|
}
|
|
|
|
// draw a single pixel sized rectangle using 4 sub elements
|
|
inline void DrawBorder(FCanvas& Canvas, const FIntRect Rect, FLinearColor Color)
|
|
{
|
|
// top
|
|
Canvas.DrawTile(Rect.Min.X, Rect.Min.Y, Rect.Max.X - Rect.Min.X, 1, 0, 0, 1, 1, Color);
|
|
// bottom
|
|
Canvas.DrawTile(Rect.Min.X, Rect.Max.Y - 1, Rect.Max.X - Rect.Min.X, 1, 0, 0, 1, 1, Color);
|
|
// left
|
|
Canvas.DrawTile(Rect.Min.X, Rect.Min.Y + 1, 1, Rect.Max.Y - Rect.Min.Y - 2, 0, 0, 1, 1, Color);
|
|
// right
|
|
Canvas.DrawTile(Rect.Max.X - 1, Rect.Min.Y + 1, 1, Rect.Max.Y - Rect.Min.Y - 2, 0, 0, 1, 1, Color);
|
|
}
|
|
|
|
void FRenderTargetPool::PresentContent(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
|
|
{
|
|
if (RenderTargetPoolEvents.Num())
|
|
{
|
|
AddPhaseEvent(TEXT("FrameEnd"));
|
|
|
|
FIntPoint DisplayLeftTop(20, 50);
|
|
// on the right we leave more space to make the mouse tooltip readable
|
|
FIntPoint DisplayExtent(View.ViewRect.Width() - DisplayLeftTop.X * 2 - 140, View.ViewRect.Height() - DisplayLeftTop.Y * 2);
|
|
|
|
// if the area is not too small
|
|
if(DisplayExtent.X > 50 && DisplayExtent.Y > 50)
|
|
{
|
|
SMemoryStats MemoryStats = ComputeView();
|
|
|
|
SetRenderTarget(RHICmdList, View.Family->RenderTarget->GetRenderTargetTexture(), FTextureRHIRef());
|
|
RHICmdList.SetViewport(0, 0, 0.0f, FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().X, FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().Y, 1.0f);
|
|
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
FRenderTargetTemp TempRenderTarget(View, View.UnscaledViewRect.Size());
|
|
FCanvas Canvas(&TempRenderTarget, NULL, View.Family->CurrentRealTime, View.Family->CurrentWorldTime, View.Family->DeltaWorldTime, View.GetFeatureLevel());
|
|
|
|
// TinyFont property
|
|
const int32 FontHeight = 12;
|
|
|
|
FIntPoint MousePos = View.CursorPos;
|
|
|
|
FLinearColor BackgroundColor = FLinearColor(0.0f, 0.0f, 0.0f, 0.7f);
|
|
FLinearColor PhaseColor = FLinearColor(0.2f, 0.1f, 0.05f, 0.8f);
|
|
FLinearColor ElementColor = FLinearColor(0.3f, 0.3f, 0.3f, 0.9f);
|
|
FLinearColor ElementColorVRam = FLinearColor(0.4f, 0.25f, 0.25f, 0.9f);
|
|
|
|
UTexture2D* GradientTexture = UCanvas::StaticClass()->GetDefaultObject<UCanvas>()->GradientTexture0;
|
|
|
|
// background rectangle
|
|
Canvas.DrawTile(DisplayLeftTop.X, DisplayLeftTop.Y - 1 * FontHeight - 1, DisplayExtent.X, DisplayExtent.Y + FontHeight, 0, 0, 1, 1, BackgroundColor);
|
|
|
|
{
|
|
uint32 MB = 1024 * 1024;
|
|
uint32 MBm1 = MB - 1;
|
|
|
|
FString Headline = *FString::Printf(TEXT("RenderTargetPool elements(x) over time(y) >= %dKB, Displayed/Total:%d/%dMB"),
|
|
EventRecordingSizeThreshold,
|
|
(uint32)((MemoryStats.DisplayedUsageInBytes + MBm1) / MB),
|
|
(uint32)((MemoryStats.TotalUsageInBytes + MBm1) / MB));
|
|
Canvas.DrawShadowedString(DisplayLeftTop.X, DisplayLeftTop.Y - 1 * FontHeight - 1, *Headline, GEngine->GetTinyFont(), FLinearColor(1, 1, 1));
|
|
}
|
|
|
|
uint32 EventDisplayHeight = ComputeEventDisplayHeight();
|
|
|
|
float ScaleX = DisplayExtent.X / (float)MemoryStats.TotalColumnSize;
|
|
float ScaleY = DisplayExtent.Y / (float)EventDisplayHeight;
|
|
|
|
// 0 if none
|
|
FRenderTargetPoolEvent* HighlightedEvent = 0;
|
|
FIntRect HighlightedRect;
|
|
|
|
// Phase events
|
|
for(FRenderTargetPoolEventIterator It(RenderTargetPoolEvents); *It; ++It)
|
|
{
|
|
FRenderTargetPoolEvent* Event = *It;
|
|
|
|
if(Event->GetEventType() == ERTPE_Phase)
|
|
{
|
|
int32 Y0 = It.Y;
|
|
int32 Y1 = It.FindClosingEventY();
|
|
|
|
FIntPoint PixelLeftTop((int32)(DisplayLeftTop.X), (int32)(DisplayLeftTop.Y + ScaleY * Y0));
|
|
FIntPoint PixelRightBottom((int32)(DisplayLeftTop.X + DisplayExtent.X), (int32)(DisplayLeftTop.Y + ScaleY * Y1));
|
|
|
|
bool bHighlight = MousePos.X >= PixelLeftTop.X && MousePos.X < PixelRightBottom.X && MousePos.Y >= PixelLeftTop.Y && MousePos.Y <= PixelRightBottom.Y;
|
|
|
|
if(bHighlight)
|
|
{
|
|
HighlightedEvent = Event;
|
|
HighlightedRect = FIntRect(PixelLeftTop, PixelRightBottom);
|
|
}
|
|
|
|
// UMax is 0.9f to avoid getting some wrap texture leaking in at the bottom
|
|
Canvas.DrawTile(PixelLeftTop.X, PixelLeftTop.Y, PixelRightBottom.X - PixelLeftTop.X, PixelRightBottom.Y - PixelLeftTop.Y, 0, 0, 1, 0.9f, PhaseColor, GradientTexture->Resource);
|
|
}
|
|
}
|
|
|
|
// Alloc / Dealloc events
|
|
for(FRenderTargetPoolEventIterator It(RenderTargetPoolEvents); *It; ++It)
|
|
{
|
|
FRenderTargetPoolEvent* Event = *It;
|
|
|
|
if(Event->GetEventType() == ERTPE_Alloc && Event->GetColumnSize())
|
|
{
|
|
int32 Y0 = It.Y;
|
|
int32 Y1 = It.FindClosingEventY();
|
|
|
|
int32 X0 = Event->GetColumnX();
|
|
// for now they are all equal width
|
|
int32 X1 = X0 + Event->GetColumnSize();
|
|
|
|
FIntPoint PixelLeftTop((int32)(DisplayLeftTop.X + ScaleX * X0), (int32)(DisplayLeftTop.Y + ScaleY * Y0));
|
|
FIntPoint PixelRightBottom((int32)(DisplayLeftTop.X + ScaleX * X1), (int32)(DisplayLeftTop.Y + ScaleY * Y1));
|
|
|
|
bool bHighlight = MousePos.X >= PixelLeftTop.X && MousePos.X < PixelRightBottom.X && MousePos.Y >= PixelLeftTop.Y && MousePos.Y <= PixelRightBottom.Y;
|
|
|
|
if(bHighlight)
|
|
{
|
|
HighlightedEvent = Event;
|
|
HighlightedRect = FIntRect(PixelLeftTop, PixelRightBottom);
|
|
}
|
|
|
|
FLinearColor Color = ElementColor;
|
|
|
|
// Highlight EDRAM/FastVRAM usage
|
|
if(Event->GetDesc().Flags & TexCreate_FastVRAM)
|
|
{
|
|
Color = ElementColorVRam;
|
|
}
|
|
|
|
Canvas.DrawTile(
|
|
PixelLeftTop.X, PixelLeftTop.Y,
|
|
PixelRightBottom.X - PixelLeftTop.X - 1, PixelRightBottom.Y - PixelLeftTop.Y - 1,
|
|
0, 0, 1, 1, Color);
|
|
}
|
|
}
|
|
|
|
if(HighlightedEvent)
|
|
{
|
|
DrawBorder(Canvas, HighlightedRect, FLinearColor(0.8f, 0 , 0, 0.5f));
|
|
|
|
// Offset to not intersect with crosshair (in editor) or arrow (in game).
|
|
FIntPoint Pos = MousePos + FIntPoint(12, 4);
|
|
|
|
if(HighlightedEvent->GetEventType() == ERTPE_Phase)
|
|
{
|
|
FString PhaseText = *FString::Printf(TEXT("Phase: %s"), *HighlightedEvent->GetPhaseName());
|
|
|
|
Canvas.DrawShadowedString(Pos.X, Pos.Y + 0 * FontHeight, *PhaseText, GEngine->GetTinyFont(), FLinearColor(0.5f, 0.5f, 1));
|
|
}
|
|
else
|
|
{
|
|
FString SizeString = FString::Printf(TEXT("%d KB"), (HighlightedEvent->GetSizeInBytes() + 1024) / 1024);
|
|
|
|
Canvas.DrawShadowedString(Pos.X, Pos.Y + 0 * FontHeight, HighlightedEvent->GetDesc().DebugName, GEngine->GetTinyFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(Pos.X, Pos.Y + 1 * FontHeight, *HighlightedEvent->GetDesc().GenerateInfoString(), GEngine->GetTinyFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(Pos.X, Pos.Y + 2 * FontHeight, *SizeString, GEngine->GetTinyFont(), FLinearColor(1, 1, 0));
|
|
}
|
|
}
|
|
|
|
Canvas.Flush_RenderThread(RHICmdList);
|
|
|
|
CurrentEventRecordingTime = 0;
|
|
RenderTargetPoolEvents.Empty();
|
|
}
|
|
}
|
|
|
|
VisualizeTexture.PresentContent(RHICmdList, View);
|
|
}
|
|
|
|
void FRenderTargetPool::AddDeallocEvents()
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
bool bWorkWasDone = false;
|
|
|
|
for(uint32 i = 0, Num = (uint32)RenderTargetPoolEvents.Num(); i < Num; ++i)
|
|
{
|
|
FRenderTargetPoolEvent& Event = RenderTargetPoolEvents[i];
|
|
|
|
if(Event.NeedsDeallocEvent())
|
|
{
|
|
FRenderTargetPoolEvent NewEvent(Event.GetPoolEntryId(), CurrentEventRecordingTime);
|
|
|
|
// for convenience - is actually redundant
|
|
NewEvent.SetDesc(Event.GetDesc());
|
|
|
|
RenderTargetPoolEvents.Add(NewEvent);
|
|
bWorkWasDone = true;
|
|
}
|
|
}
|
|
|
|
if(bWorkWasDone)
|
|
{
|
|
++CurrentEventRecordingTime;
|
|
}
|
|
}
|
|
|
|
void FRenderTargetPool::AddAllocEvent(uint32 InPoolEntryId, FPooledRenderTarget* In)
|
|
{
|
|
check(In);
|
|
|
|
if(IsEventRecordingEnabled())
|
|
{
|
|
AddDeallocEvents();
|
|
|
|
check(IsInRenderingThread());
|
|
|
|
FRenderTargetPoolEvent NewEvent(InPoolEntryId, CurrentEventRecordingTime++, In);
|
|
|
|
RenderTargetPoolEvents.Add(NewEvent);
|
|
}
|
|
}
|
|
|
|
|
|
void FRenderTargetPool::AddAllocEventsFromCurrentState()
|
|
{
|
|
if(!IsEventRecordingEnabled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
check(IsInRenderingThread());
|
|
|
|
bool bWorkWasDone = false;
|
|
|
|
for(uint32 i = 0; i < (uint32)PooledRenderTargets.Num(); ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element && !Element->IsFree())
|
|
{
|
|
FRenderTargetPoolEvent NewEvent(i, CurrentEventRecordingTime, Element);
|
|
|
|
RenderTargetPoolEvents.Add(NewEvent);
|
|
bWorkWasDone = true;
|
|
}
|
|
}
|
|
|
|
if(bWorkWasDone)
|
|
{
|
|
++CurrentEventRecordingTime;
|
|
}
|
|
}
|
|
|
|
void FRenderTargetPool::TickPoolElements()
|
|
{
|
|
check(IsInRenderingThread());
|
|
WaitForTransitionFence();
|
|
|
|
if(bStartEventRecordingNextTick)
|
|
{
|
|
bStartEventRecordingNextTick = false;
|
|
bEventRecordingStarted = true;
|
|
}
|
|
|
|
uint32 MinimumPoolSizeInKB;
|
|
{
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.RenderTargetPoolMin"));
|
|
|
|
MinimumPoolSizeInKB = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, 2000) * 1024;
|
|
}
|
|
|
|
CompactPool();
|
|
|
|
for(uint32 i = 0; i < (uint32)PooledRenderTargets.Num(); ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element)
|
|
{
|
|
check(!Element->IsSnapshot());
|
|
Element->OnFrameStart();
|
|
}
|
|
}
|
|
|
|
// we need to release something, take the oldest ones first
|
|
while(AllocationLevelInKB > MinimumPoolSizeInKB)
|
|
{
|
|
// -1: not set
|
|
int32 OldestElementIndex = -1;
|
|
|
|
// find oldest element we can remove
|
|
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element && Element->UnusedForNFrames > 2)
|
|
{
|
|
if(OldestElementIndex != -1)
|
|
{
|
|
if(PooledRenderTargets[OldestElementIndex]->UnusedForNFrames < Element->UnusedForNFrames)
|
|
{
|
|
OldestElementIndex = i;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
OldestElementIndex = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(OldestElementIndex != -1)
|
|
{
|
|
AllocationLevelInKB -= ComputeSizeInKB(*PooledRenderTargets[OldestElementIndex]);
|
|
|
|
// we assume because of reference counting the resource gets released when not needed any more
|
|
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
|
|
PooledRenderTargets[OldestElementIndex] = 0;
|
|
|
|
VerifyAllocationLevel();
|
|
}
|
|
else
|
|
{
|
|
// There is no element we can remove but we are over budget, better we log that.
|
|
// Options:
|
|
// * Increase the pool
|
|
// * Reduce rendering features or resolution
|
|
// * Investigate allocations, order or reusing other render targets can help
|
|
// * Ignore (editor case, might start using slow memory which can be ok)
|
|
if(!bCurrentlyOverBudget)
|
|
{
|
|
UE_CLOG(IsRunningClientOnly(), LogRenderTargetPool, Warning, TEXT("r.RenderTargetPoolMin exceeded %d/%d MB (ok in editor, bad on fixed memory platform)"), (AllocationLevelInKB + 1023) / 1024, MinimumPoolSizeInKB / 1024);
|
|
bCurrentlyOverBudget = true;
|
|
}
|
|
// at this point we need to give up
|
|
break;
|
|
}
|
|
|
|
/*
|
|
// confused more than it helps (often a name is used on two elements in the pool and some pool elements are not rendered to this frame)
|
|
else
|
|
{
|
|
// initial state of a render target (e.g. Velocity@0)
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(Element);
|
|
*/ }
|
|
|
|
if(AllocationLevelInKB <= MinimumPoolSizeInKB)
|
|
{
|
|
if(bCurrentlyOverBudget)
|
|
{
|
|
UE_LOG(LogRenderTargetPool, Display, TEXT("r.RenderTargetPoolMin resolved %d/%d MB"), (AllocationLevelInKB + 1023) / 1024, MinimumPoolSizeInKB / 1024);
|
|
bCurrentlyOverBudget = false;
|
|
}
|
|
}
|
|
|
|
// CompactEventArray();
|
|
|
|
AddPhaseEvent(TEXT("FromLastFrame"));
|
|
AddAllocEventsFromCurrentState();
|
|
AddPhaseEvent(TEXT("Rendering"));
|
|
}
|
|
|
|
|
|
int32 FRenderTargetPool::FindIndex(IPooledRenderTarget* In) const
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
if(In)
|
|
{
|
|
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
|
|
{
|
|
const FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element == In)
|
|
{
|
|
check(!Element->IsSnapshot());
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// not found
|
|
return -1;
|
|
}
|
|
|
|
void FRenderTargetPool::FreeUnusedResource(TRefCountPtr<IPooledRenderTarget>& In)
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
int32 Index = FindIndex(In);
|
|
|
|
if(Index != -1)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[Index];
|
|
|
|
if(Element)
|
|
{
|
|
check(!Element->IsSnapshot());
|
|
AllocationLevelInKB -= ComputeSizeInKB(*Element);
|
|
// we assume because of reference counting the resource gets released when not needed any more
|
|
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
|
|
DeferredDeleteArray.Add(PooledRenderTargets[Index]);
|
|
PooledRenderTargets[Index] = 0;
|
|
|
|
In.SafeRelease();
|
|
|
|
VerifyAllocationLevel();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRenderTargetPool::FreeUnusedResources()
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element && Element->IsFree())
|
|
{
|
|
check(!Element->IsSnapshot());
|
|
AllocationLevelInKB -= ComputeSizeInKB(*Element);
|
|
// we assume because of reference counting the resource gets released when not needed any more
|
|
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
|
|
DeferredDeleteArray.Add(PooledRenderTargets[i]);
|
|
PooledRenderTargets[i] = 0;
|
|
}
|
|
}
|
|
|
|
VerifyAllocationLevel();
|
|
}
|
|
|
|
|
|
void FRenderTargetPool::DumpMemoryUsage(FOutputDevice& OutputDevice)
|
|
{
|
|
OutputDevice.Logf(TEXT("Pooled Render Targets:"));
|
|
for(int32 i = 0; i < PooledRenderTargets.Num(); ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(Element)
|
|
{
|
|
check(!Element->IsSnapshot());
|
|
OutputDevice.Logf(
|
|
TEXT(" %6.3fMB %4dx%4d%s%s %2dmip(s) %s (%s)"),
|
|
ComputeSizeInKB(*Element) / 1024.0f,
|
|
Element->Desc.Extent.X,
|
|
Element->Desc.Extent.Y,
|
|
Element->Desc.Depth > 1 ? *FString::Printf(TEXT("x%3d"), Element->Desc.Depth) : (Element->Desc.IsCubemap() ? TEXT("cube") : TEXT(" ")),
|
|
Element->Desc.bIsArray ? *FString::Printf(TEXT("[%3d]"), Element->Desc.ArraySize) : TEXT(" "),
|
|
Element->Desc.NumMips,
|
|
Element->Desc.DebugName,
|
|
GPixelFormats[Element->Desc.Format].Name
|
|
);
|
|
}
|
|
}
|
|
uint32 NumTargets=0;
|
|
uint32 UsedKB=0;
|
|
uint32 PoolKB=0;
|
|
GetStats(NumTargets,PoolKB,UsedKB);
|
|
OutputDevice.Logf(TEXT("%.3fMB total, %.3fMB used, %d render targets"), PoolKB / 1024.f, UsedKB / 1024.f, NumTargets);
|
|
}
|
|
|
|
uint32 FPooledRenderTarget::AddRef() const
|
|
{
|
|
if (!bSnapshot)
|
|
{
|
|
check(IsInRenderingThread());
|
|
return uint32(++NumRefs);
|
|
}
|
|
check(NumRefs == 1);
|
|
return 1;
|
|
}
|
|
|
|
uint32 FPooledRenderTarget::Release() const
|
|
{
|
|
if (!bSnapshot)
|
|
{
|
|
check(IsInRenderingThread());
|
|
uint32 Refs = uint32(--NumRefs);
|
|
if(Refs == 0)
|
|
{
|
|
// better we remove const from Release()
|
|
FSceneRenderTargetItem& NonConstItem = (FSceneRenderTargetItem&)RenderTargetItem;
|
|
|
|
NonConstItem.SafeRelease();
|
|
delete this;
|
|
}
|
|
return Refs;
|
|
}
|
|
check(NumRefs == 1);
|
|
return 1;
|
|
}
|
|
|
|
uint32 FPooledRenderTarget::GetRefCount() const
|
|
{
|
|
return uint32(NumRefs);
|
|
}
|
|
|
|
void FPooledRenderTarget::SetDebugName(const TCHAR *InName)
|
|
{
|
|
check(InName);
|
|
|
|
Desc.DebugName = InName;
|
|
}
|
|
|
|
const FPooledRenderTargetDesc& FPooledRenderTarget::GetDesc() const
|
|
{
|
|
return Desc;
|
|
}
|
|
|
|
void FRenderTargetPool::ReleaseDynamicRHI()
|
|
{
|
|
check(IsInRenderingThread());
|
|
WaitForTransitionFence();
|
|
|
|
VisualizeTexture.Destroy();
|
|
|
|
PooledRenderTargets.Empty();
|
|
if (PooledRenderTargetSnapshots.Num())
|
|
{
|
|
DestructSnapshots();
|
|
}
|
|
}
|
|
|
|
void FRenderTargetPool::DestructSnapshots()
|
|
{
|
|
for (auto Snapshot : PooledRenderTargetSnapshots)
|
|
{
|
|
Snapshot->~FPooledRenderTarget();
|
|
}
|
|
PooledRenderTargetSnapshots.Reset();
|
|
}
|
|
|
|
|
|
// for debugging purpose
|
|
FPooledRenderTarget* FRenderTargetPool::GetElementById(uint32 Id) const
|
|
{
|
|
// is used in game and render thread
|
|
|
|
if(Id >= (uint32)PooledRenderTargets.Num())
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return PooledRenderTargets[Id];
|
|
}
|
|
|
|
void FRenderTargetPool::VerifyAllocationLevel() const
|
|
{
|
|
/*
|
|
// uncomment to verify internal consistency
|
|
uint32 OutWholeCount;
|
|
uint32 OutWholePoolInKB;
|
|
uint32 OutUsedInKB;
|
|
|
|
GetStats(OutWholeCount, OutWholePoolInKB, OutUsedInKB);
|
|
*/
|
|
}
|
|
|
|
void FRenderTargetPool::CompactPool()
|
|
{
|
|
for(uint32 i = 0, Num = (uint32)PooledRenderTargets.Num(); i < Num; ++i)
|
|
{
|
|
FPooledRenderTarget* Element = PooledRenderTargets[i];
|
|
|
|
if(!Element)
|
|
{
|
|
PooledRenderTargets.RemoveAtSwap(i);
|
|
--Num;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FPooledRenderTarget::OnFrameStart()
|
|
{
|
|
check(IsInRenderingThread() && !bSnapshot);
|
|
|
|
// If there are any references to the pooled render target other than the pool itself, then it may not be freed.
|
|
if(!IsFree())
|
|
{
|
|
check(!UnusedForNFrames);
|
|
return false;
|
|
}
|
|
|
|
++UnusedForNFrames;
|
|
|
|
// this logic can be improved
|
|
if(UnusedForNFrames > 10)
|
|
{
|
|
// release
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
uint32 FPooledRenderTarget::ComputeMemorySize() const
|
|
{
|
|
uint32 Size = 0;
|
|
if (!bSnapshot)
|
|
{
|
|
if(Desc.Is2DTexture())
|
|
{
|
|
Size += RHIComputeMemorySize((const FTexture2DRHIRef&)RenderTargetItem.TargetableTexture);
|
|
if(RenderTargetItem.ShaderResourceTexture != RenderTargetItem.TargetableTexture)
|
|
{
|
|
Size += RHIComputeMemorySize((const FTexture2DRHIRef&)RenderTargetItem.ShaderResourceTexture);
|
|
}
|
|
}
|
|
else if(Desc.Is3DTexture())
|
|
{
|
|
Size += RHIComputeMemorySize((const FTexture3DRHIRef&)RenderTargetItem.TargetableTexture);
|
|
if(RenderTargetItem.ShaderResourceTexture != RenderTargetItem.TargetableTexture)
|
|
{
|
|
Size += RHIComputeMemorySize((const FTexture3DRHIRef&)RenderTargetItem.ShaderResourceTexture);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Size += RHIComputeMemorySize((const FTextureCubeRHIRef&)RenderTargetItem.TargetableTexture);
|
|
if(RenderTargetItem.ShaderResourceTexture != RenderTargetItem.TargetableTexture)
|
|
{
|
|
Size += RHIComputeMemorySize((const FTextureCubeRHIRef&)RenderTargetItem.ShaderResourceTexture);
|
|
}
|
|
}
|
|
}
|
|
return Size;
|
|
}
|
|
|
|
bool FPooledRenderTarget::IsFree() const
|
|
{
|
|
uint32 RefCount = GetRefCount();
|
|
check(RefCount >= 1);
|
|
|
|
// If the only reference to the pooled render target is from the pool, then it's unused.
|
|
return !bSnapshot && RefCount == 1;
|
|
}
|