Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphBuilder.h
zach bethel eee5dbab99 Fix for engine test failure in DumpGPU on Vulkan
#preflight 62a60279b94c57409e81884f

[CL 20619061 by zach bethel in ue5-main branch]
2022-06-12 11:28:44 -04:00

869 lines
37 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderGraphDefinitions.h"
#include "RenderGraphEvent.h"
#include "RenderGraphResources.h"
#include "RenderGraphPass.h"
#include "RenderGraphTrace.h"
#include "RenderGraphValidation.h"
#include "RenderGraphBlackboard.h"
#include "ShaderParameterMacros.h"
#include "ProfilingDebugging/CsvProfiler.h"
/** Use the render graph builder to build up a graph of passes and then call Execute() to process them. Resource barriers
* and lifetimes are derived from _RDG_ parameters in the pass parameter struct provided to each AddPass call. The resulting
* graph is compiled, culled, and executed in Execute(). The builder should be created on the stack and executed prior to
* destruction.
*/
class RENDERCORE_API FRDGBuilder
: FRDGAllocatorScope
{
public:
FRDGBuilder(FRHICommandListImmediate& RHICmdList, FRDGEventName Name = {}, ERDGBuilderFlags Flags = ERDGBuilderFlags::None);
FRDGBuilder(const FRDGBuilder&) = delete;
~FRDGBuilder();
/** Finds an RDG texture associated with the external texture, or returns null if none is found. */
FRDGTexture* FindExternalTexture(FRHITexture* Texture) const;
FRDGTexture* FindExternalTexture(IPooledRenderTarget* ExternalPooledTexture) const;
/** Finds an RDG buffer associated with the external buffer, or returns null if none is found. */
FRDGBuffer* FindExternalBuffer(FRHIBuffer* Buffer) const;
FRDGBuffer* FindExternalBuffer(FRDGPooledBuffer* ExternalPooledBuffer) const;
/** Registers a external pooled render target texture to be tracked by the render graph. The name of the registered RDG texture is pulled from the pooled render target. */
FRDGTextureRef RegisterExternalTexture(
const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
ERDGTextureFlags Flags = ERDGTextureFlags::None);
/** Register an external texture with a custom name. The name is only used if the texture has not already been registered. */
FRDGTextureRef RegisterExternalTexture(
const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
const TCHAR* NameIfNotRegistered,
ERDGTextureFlags Flags = ERDGTextureFlags::None);
/** Register a external buffer to be tracked by the render graph. */
FRDGBufferRef RegisterExternalBuffer(const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer, ERDGBufferFlags Flags = ERDGBufferFlags::None);
FRDGBufferRef RegisterExternalBuffer(const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer, ERDGBufferFlags Flags, ERHIAccess AccessFinal);
/** Register an external buffer with a custom name. The name is only used if the buffer has not already been registered. */
FRDGBufferRef RegisterExternalBuffer(
const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer,
const TCHAR* NameIfNotRegistered,
ERDGBufferFlags Flags = ERDGBufferFlags::None);
/** Create graph tracked texture from a descriptor. The CPU memory is guaranteed to be valid through execution of
* the graph, at which point it is released. The underlying RHI texture lifetime is only guaranteed for passes which
* declare the texture in the pass parameter struct. The name is the name used for GPU debugging tools and the the
* VisualizeTexture/Vis command.
*/
FRDGTextureRef CreateTexture(const FRDGTextureDesc& Desc, const TCHAR* Name, ERDGTextureFlags Flags = ERDGTextureFlags::None);
/** Create graph tracked buffer from a descriptor. The CPU memory is guaranteed to be valid through execution of
* the graph, at which point it is released. The underlying RHI buffer lifetime is only guaranteed for passes which
* declare the buffer in the pass parameter struct. The name is the name used for GPU debugging tools.
*/
FRDGBufferRef CreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, ERDGBufferFlags Flags = ERDGBufferFlags::None);
/** A variant of CreateBuffer where users supply NumElements through a callback. This allows creating buffers with
* sizes unknown at creation time. The callback is called before executing the most recent RDG pass that references
* the buffer so data must be ready before that.
*/
FRDGBufferRef CreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, FRDGBufferNumElementsCallback&& NumElementsCallback, ERDGBufferFlags Flags = ERDGBufferFlags::None);
/** Create graph tracked SRV for a texture from a descriptor. */
FRDGTextureSRVRef CreateSRV(const FRDGTextureSRVDesc& Desc);
/** Create graph tracked SRV for a buffer from a descriptor. */
FRDGBufferSRVRef CreateSRV(const FRDGBufferSRVDesc& Desc);
FORCEINLINE FRDGBufferSRVRef CreateSRV(FRDGBufferRef Buffer, EPixelFormat Format)
{
return CreateSRV(FRDGBufferSRVDesc(Buffer, Format));
}
/** Create graph tracked UAV for a texture from a descriptor. */
FRDGTextureUAVRef CreateUAV(const FRDGTextureUAVDesc& Desc, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None);
FORCEINLINE FRDGTextureUAVRef CreateUAV(FRDGTextureRef Texture, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None)
{
return CreateUAV(FRDGTextureUAVDesc(Texture), Flags);
}
/** Create graph tracked UAV for a buffer from a descriptor. */
FRDGBufferUAVRef CreateUAV(const FRDGBufferUAVDesc& Desc, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None);
FORCEINLINE FRDGBufferUAVRef CreateUAV(FRDGBufferRef Buffer, EPixelFormat Format, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None)
{
return CreateUAV(FRDGBufferUAVDesc(Buffer, Format), Flags);
}
/** Creates a graph tracked uniform buffer which can be attached to passes. These uniform buffers require some care
* because they will bulk transition all resources. The graph will only transition resources which are not also
* bound for write access by the pass.
*/
template <typename ParameterStructType>
TRDGUniformBufferRef<ParameterStructType> CreateUniformBuffer(const ParameterStructType* ParameterStruct);
//////////////////////////////////////////////////////////////////////////
// Allocation Methods
/** Allocates raw memory using an allocator tied to the lifetime of the graph. */
void* Alloc(uint64 SizeInBytes, uint32 AlignInBytes = 16);
/** Allocates POD memory using an allocator tied to the lifetime of the graph. Does not construct / destruct. */
template <typename PODType>
PODType* AllocPOD();
/** Allocates POD memory using an allocator tied to the lifetime of the graph. Does not construct / destruct. */
template <typename PODType>
PODType* AllocPODArray(uint32 Count);
/** Allocates a C++ object using an allocator tied to the lifetime of the graph. Will destruct the object. */
template <typename ObjectType, typename... TArgs>
ObjectType* AllocObject(TArgs&&... Args);
/** Allocates a C++ array where both the array and the data are tied to the lifetime of the graph. The array itself is safe to pass into an RDG lambda. */
template <typename ObjectType>
TArray<ObjectType, FRDGArrayAllocator>& AllocArray();
/** Allocates a parameter struct with a lifetime tied to graph execution. */
template <typename ParameterStructType>
ParameterStructType* AllocParameters();
/** Allocates a parameter struct with a lifetime tied to graph execution, and copies contents from an existing parameters struct. */
template <typename ParameterStructType>
ParameterStructType* AllocParameters(ParameterStructType* StructToCopy);
//////////////////////////////////////////////////////////////////////////
/** Adds a lambda pass to the graph with an accompanied pass parameter struct.
*
* RDG resources declared in the struct (via _RDG parameter macros) are safe to access in the lambda. The pass parameter struct
* should be allocated by AllocParameters(), and once passed in, should not be mutated. It is safe to provide the same parameter
* struct to multiple passes, so long as it is kept immutable. The lambda is deferred until execution unless the immediate debug
* mode is enabled. All lambda captures should assume deferral of execution.
*
* The lambda must include a single RHI command list as its parameter. The exact type of command list depends on the workload.
* For example, use FRHIComputeCommandList& for Compute / AsyncCompute workloads. Raster passes should use FRHICommandList&.
* Prefer not to use FRHICommandListImmediate& unless actually required.
*
* Declare the type of GPU workload (i.e. Copy, Compute / AsyncCompute, Graphics) to the pass via the Flags argument. This is
* used to determine async compute regions, render pass setup / merging, RHI transition accesses, etc. Other flags exist for
* specialized purposes, like forcing a pass to never be culled (NeverCull). See ERDGPassFlags for more info.
*
* The pass name is used by debugging / profiling tools.
*/
template <typename ParameterStructType, typename ExecuteLambdaType>
FRDGPassRef AddPass(FRDGEventName&& Name, const ParameterStructType* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
/** Adds a lambda pass to the graph with a runtime-generated parameter struct. */
template <typename ExecuteLambdaType>
FRDGPassRef AddPass(FRDGEventName&& Name, const FShaderParametersMetadata* ParametersMetadata, const void* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
/** Adds a lambda pass to the graph without any parameters. This useful for deferring RHI work onto the graph timeline,
* or incrementally porting code to use the graph system. NeverCull and SkipRenderPass (if Raster) are implicitly added
* to Flags. AsyncCompute is not allowed. It is never permitted to access a created (i.e. not externally registered) RDG
* resource outside of passes it is registered with, as the RHI lifetime is not guaranteed.
*/
template <typename ExecuteLambdaType>
FRDGPassRef AddPass(FRDGEventName&& Name, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
#if WITH_MGPU
void SetNameForTemporalEffect(FName InNameForTemporalEffect)
{
NameForTemporalEffect = InNameForTemporalEffect;
}
#endif
/** Sets the current command list stat for all subsequent passes. */
void SetCommandListStat(TStatId StatId);
/** A hint to the builder to flush work to the RHI thread after the last queued pass on the execution timeline. */
void AddDispatchHint();
template <typename TaskLambda>
void AddSetupTask(TaskLambda&& Task)
{
ParallelSetupEvents.Emplace(FFunctionGraphTask::CreateAndDispatchWhenReady(
[Task = MoveTemp(Task)](ENamedThreads::Type, const FGraphEventRef&)
{
FTaskTagScope Scope(ETaskTag::EParallelRenderingThread);
Task();
}, TStatId(), nullptr, ENamedThreads::AnyHiPriThreadHiPriTask));
}
/** Tells the builder to delete unused RHI resources. The behavior of this method depends on whether RDG immediate mode is enabled:
* Deferred: RHI resource flushes are performed prior to execution.
* Immediate: RHI resource flushes are performed immediately.
*/
void SetFlushResourcesRHI();
/** Queues a buffer upload operation prior to execution. The resource lifetime is extended and the data is uploaded prior to executing passes. */
void QueueBufferUpload(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, ERDGInitialDataFlags InitialDataFlags = ERDGInitialDataFlags::None);
template <typename ElementType>
inline void QueueBufferUpload(FRDGBufferRef Buffer, TArrayView<ElementType, int32> Container, ERDGInitialDataFlags InitialDataFlags = ERDGInitialDataFlags::None)
{
QueueBufferUpload(Buffer, Container.GetData(), Container.Num() * sizeof(ElementType), InitialDataFlags);
}
/** Queues a buffer upload operation prior to execution. The resource lifetime is extended and the data is uploaded prior to executing passes. */
void QueueBufferUpload(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, FRDGBufferInitialDataFreeCallback&& InitialDataFreeCallback);
template <typename ElementType>
inline void QueueBufferUpload(FRDGBufferRef Buffer, TArrayView<ElementType, int32> Container, FRDGBufferInitialDataFreeCallback&& InitialDataFreeCallback)
{
QueueBufferUpload(Buffer, Container.GetData(), Container.Num() * sizeof(ElementType), InitialDataFreeCallback);
}
/** A variant where InitialData and InitialDataSize are supplied through callbacks. This allows queuing an upload with information unknown at
* creation time. The callbacks are called before RDG pass execution so data must be ready before that.
*/
void QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataCallback&& InitialDataCallback, FRDGBufferInitialDataSizeCallback&& InitialDataSizeCallback);
void QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataCallback&& InitialDataCallback, FRDGBufferInitialDataSizeCallback&& InitialDataSizeCallback, FRDGBufferInitialDataFreeCallback&& InitialDataFreeCallback);
/** Queues a pooled render target extraction to happen at the end of graph execution. For graph-created textures, this extends
* the lifetime of the GPU resource until execution, at which point the pointer is filled. If specified, the texture is transitioned
* to the AccessFinal state, or kDefaultAccessFinal otherwise.
*/
void QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutPooledTexturePtr, ERDGResourceExtractionFlags Flags = ERDGResourceExtractionFlags::None);
void QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutPooledTexturePtr, ERHIAccess AccessFinal, ERDGResourceExtractionFlags Flags = ERDGResourceExtractionFlags::None);
/** Queues a pooled buffer extraction to happen at the end of graph execution. For graph-created buffers, this extends the lifetime
* of the GPU resource until execution, at which point the pointer is filled. If specified, the buffer is transitioned to the
* AccessFinal state, or kDefaultAccessFinal otherwise.
*/
void QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutPooledBufferPtr);
void QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutPooledBufferPtr, ERHIAccess AccessFinal);
/** For graph-created resources, this forces immediate allocation of the underlying pooled resource, effectively promoting it
* to an external resource. This will increase memory pressure, but allows for querying the pooled resource with GetPooled{Texture, Buffer}.
* This is primarily used as an aid for porting code incrementally to RDG.
*/
const TRefCountPtr<IPooledRenderTarget>& ConvertToExternalTexture(FRDGTextureRef Texture);
const TRefCountPtr<FRDGPooledBuffer>& ConvertToExternalBuffer(FRDGBufferRef Buffer);
/** Performs an immediate query for the underlying pooled resource. This is only allowed for external or extracted resources. */
const TRefCountPtr<IPooledRenderTarget>& GetPooledTexture(FRDGTextureRef Texture) const;
const TRefCountPtr<FRDGPooledBuffer>& GetPooledBuffer(FRDGBufferRef Buffer) const;
/** (External | Extracted only) Sets the access to transition to after execution at the end of the graph. Overwrites any previously set final access. */
void SetTextureAccessFinal(FRDGTextureRef Texture, ERHIAccess Access);
/** (External | Extracted only) Sets the access to transition to after execution at the end of the graph. Overwrites any previously set final access. */
void SetBufferAccessFinal(FRDGBufferRef Buffer, ERHIAccess Access);
/** Configures the resource for external access for all subsequent passes, or until UseInternalAccessMode is called.
* Only read-only access states are allowed. When in external access mode, it is safe to access the underlying RHI
* resource directly in later RDG passes. This method is only allowed for registered or externally converted resources.
* The method effectively guarantees that RDG will transition the resource into the desired state for all subsequent
* passes so long as the resource remains externally accessible.
*/
void UseExternalAccessMode(FRDGViewableResource* Resource, ERHIAccess ReadOnlyAccess, ERHIPipeline Pipelines = ERHIPipeline::Graphics);
void UseExternalAccessMode(TArrayView<FRDGViewableResource* const> Resources, ERHIAccess ReadOnlyAccess, ERHIPipeline Pipelines = ERHIPipeline::Graphics)
{
for (FRDGViewableResource* Resource : Resources)
{
UseExternalAccessMode(Resource, ReadOnlyAccess, Pipelines);
}
}
/** Use this method to resume tracking of a resource after calling UseExternalAccessMode. It is safe to call this method
* even if external access mode was not enabled (it will simply no-op). It is not valid to access the underlying RHI
* resource in any pass added after calling this method.
*/
void UseInternalAccessMode(FRDGViewableResource* Resource);
inline void UseInternalAccessMode(TArrayView<FRDGViewableResource* const> Resources)
{
for (FRDGViewableResource* Resource : Resources)
{
UseInternalAccessMode(Resource);
}
}
/** Flag a resource that is produced by a pass but never used or extracted to not emit an 'unused' warning. */
void RemoveUnusedTextureWarning(FRDGTextureRef Texture);
void RemoveUnusedBufferWarning(FRDGBufferRef Buffer);
/** Manually begins a new GPU event scope. */
void BeginEventScope(FRDGEventName&& Name);
/** Manually ends the current GPU event scope. */
void EndEventScope();
/** Executes the queued passes, managing setting of render targets (RHI RenderPasses), resource transitions and queued texture extraction. */
void Execute();
/** Per-frame update of the render graph resource pool. */
static void TickPoolElements();
/** Whether RDG is running in immediate mode. */
static bool IsImmediateMode();
/** The RHI command list used for the render graph. */
FRHICommandListImmediate& RHICmdList;
/** The blackboard used to hold common data tied to the graph lifetime. */
FRDGBlackboard Blackboard;
#if RDG_DUMP_RESOURCES
static FString BeginResourceDump(const TCHAR* Cmd);
static void InitResourceDump();
static void EndResourceDump();
static bool IsDumpingFrame();
#else
static bool IsDumpingFrame() { return false; }
#endif
#if RDG_DUMP_RESOURCES_AT_EACH_DRAW
static void DumpDraw(const FRDGEventName& DrawEventName);
static bool IsDumpingDraws();
#else
static inline bool IsDumpingDraws()
{
return false;
}
#endif
#if WITH_MGPU
/** Copy all cross GPU external resources (not marked MultiGPUGraphIgnore) at the end of execution (bad for perf, but useful for debugging). */
void EnableForceCopyCrossGPU()
{
bForceCopyCrossGPU = true;
}
#endif
//////////////////////////////////////////////////////////////////////////
// Deprecated Functions
UE_DEPRECATED(5.0, "PreallocateTexture has been renamed to ConvertToExternalTexture")
inline void PreallocateTexture(FRDGTextureRef Texture) { ConvertToExternalTexture(Texture); }
UE_DEPRECATED(5.0, "PreallocateBuffer has been renamed to ConvertToExternalBuffer")
inline void PreallocateBuffer(FRDGBufferRef Buffer) { ConvertToExternalBuffer(Buffer); }
UE_DEPRECATED(5.0, "RegisterExternalTexture with ERenderTargetTexture is deprecated. Use the variant without instead.")
PRAGMA_DISABLE_DEPRECATION_WARNINGS
inline FRDGTextureRef RegisterExternalTexture(
const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
ERenderTargetTexture Texture,
ERDGTextureFlags Flags = ERDGTextureFlags::None)
PRAGMA_ENABLE_DEPRECATION_WARNINGS
{
return RegisterExternalTexture(ExternalPooledTexture, Flags);
}
UE_DEPRECATED(5.0, "RegisterExternalTexture with ERenderTargetTexture is deprecated. Use the variant without instead.")
PRAGMA_DISABLE_DEPRECATION_WARNINGS
inline FRDGTextureRef RegisterExternalTexture(
const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
const TCHAR* NameIfNotRegistered,
ERenderTargetTexture RenderTargetTexture,
ERDGTextureFlags Flags = ERDGTextureFlags::None)
PRAGMA_ENABLE_DEPRECATION_WARNINGS
{
return RegisterExternalTexture(ExternalPooledTexture, NameIfNotRegistered, Flags);
}
UE_DEPRECATED(5.0, "FindExternalTexture with ERenderTargetTexture is deprecated. Use the variant without instead.")
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FRDGTextureRef FindExternalTexture(IPooledRenderTarget* ExternalPooledTexture, ERenderTargetTexture Texture) const
PRAGMA_ENABLE_DEPRECATION_WARNINGS
{
return FindExternalTexture(ExternalPooledTexture);
}
UE_DEPRECATED(5.1, "FinalizeResourceAccess has been replaced by UseExternalAccessMode")
inline void FinalizeResourceAccess(FRDGTextureAccessArray&& InTextures, FRDGBufferAccessArray&& InBuffers)
{
for (FRDGTextureAccess Texture : InTextures)
{
UseExternalAccessMode(Texture.GetTexture(), Texture.GetAccess());
}
for (FRDGBufferAccess Buffer : InBuffers)
{
UseExternalAccessMode(Buffer.GetBuffer(), Buffer.GetAccess());
}
}
UE_DEPRECATED(5.1, "FinalizeResourceAccess has been replaced by UseExternalAccessMode")
inline void FinalizeTextureAccess(FRDGTextureAccessArray&& InTextures)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FinalizeResourceAccess(Forward<FRDGTextureAccessArray&&>(InTextures), {});
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
UE_DEPRECATED(5.1, "FinalizeResourceAccess has been replaced by UseExternalAccessMode")
inline void FinalizeBufferAccess(FRDGBufferAccessArray&& InBuffers)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FinalizeResourceAccess({}, Forward<FRDGBufferAccessArray&&>(InBuffers));
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
UE_DEPRECATED(5.1, "FinalizeResourceAccess has been replaced by UseExternalAccessMode")
inline void FinalizeTextureAccess(FRDGTextureRef Texture, ERHIAccess Access)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FinalizeResourceAccess({ FRDGTextureAccess(Texture, Access) }, {});
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
UE_DEPRECATED(5.1, "FinalizeResourceAccess has been replaced by UseExternalAccessMode")
inline void FinalizeBufferAccess(FRDGBufferRef Buffer, ERHIAccess Access)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FinalizeResourceAccess({}, { FRDGBufferAccess(Buffer, Access) });
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
//////////////////////////////////////////////////////////////////////////
private:
static const char* const kDefaultUnaccountedCSVStat;
FRHIAsyncComputeCommandListImmediate& RHICmdListAsyncCompute;
const FRDGEventName BuilderName;
template <typename ParameterStructType, typename ExecuteLambdaType>
FRDGPassRef AddPassInternal(
FRDGEventName&& Name,
const FShaderParametersMetadata* ParametersMetadata,
const ParameterStructType* ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda);
static ERDGPassFlags OverridePassFlags(const TCHAR* PassName, ERDGPassFlags Flags, bool bAsyncComputeSupported);
void AddProloguePass();
FORCEINLINE FRDGPass* GetProloguePass() const
{
return ProloguePass;
}
/** Returns the graph prologue pass handle. */
FORCEINLINE FRDGPassHandle GetProloguePassHandle() const
{
return FRDGPassHandle(0);
}
/** Returns the graph epilogue pass handle. */
FORCEINLINE FRDGPassHandle GetEpiloguePassHandle() const
{
checkf(EpiloguePass, TEXT("The handle is not valid until the epilogue has been added to the graph during execution."));
return Passes.Last();
}
/** Prologue and Epilogue barrier passes are used to plan transitions around RHI render pass merging,
* as it is illegal to issue a barrier during a render pass. If passes [A, B, C] are merged together,
* 'A' becomes 'B's prologue pass and 'C' becomes 'A's epilogue pass. This way, any transitions that
* need to happen before the merged pass (i.e. in the prologue) are done in A. Any transitions after
* the render pass merge are done in C.
*/
FRDGPassHandle GetEpilogueBarrierPassHandle(FRDGPassHandle Handle)
{
return Passes[Handle]->EpilogueBarrierPass;
}
FRDGPassHandle GetPrologueBarrierPassHandle(FRDGPassHandle Handle)
{
return Passes[Handle]->PrologueBarrierPass;
}
FRDGPass* GetEpilogueBarrierPass(FRDGPassHandle Handle)
{
return Passes[GetEpilogueBarrierPassHandle(Handle)];
}
FRDGPass* GetPrologueBarrierPass(FRDGPassHandle Handle)
{
return Passes[GetPrologueBarrierPassHandle(Handle)];
}
/** Ends the barrier batch in the prologue of the provided pass. */
void AddToPrologueBarriersToEnd(FRDGPassHandle Handle, FRDGBarrierBatchBegin& BarriersToBegin)
{
FRDGPass* Pass = GetPrologueBarrierPass(Handle);
Pass->GetPrologueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
}
/** Ends the barrier batch in the epilogue of the provided pass. */
void AddToEpilogueBarriersToEnd(FRDGPassHandle Handle, FRDGBarrierBatchBegin& BarriersToBegin)
{
FRDGPass* Pass = GetEpilogueBarrierPass(Handle);
Pass->GetEpilogueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
}
/** Utility function to add an immediate barrier dependency in the prologue of the provided pass. */
template <typename FunctionType>
void AddToPrologueBarriers(FRDGPassHandle PassHandle, FunctionType Function)
{
FRDGPass* Pass = GetPrologueBarrierPass(PassHandle);
FRDGBarrierBatchBegin& BarriersToBegin = Pass->GetPrologueBarriersToBegin(Allocator, TransitionCreateQueue);
Function(BarriersToBegin);
Pass->GetPrologueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
}
/** Utility function to add an immediate barrier dependency in the epilogue of the provided pass. */
template <typename FunctionType>
void AddToEpilogueBarriers(FRDGPassHandle PassHandle, FunctionType Function)
{
FRDGPass* Pass = GetEpilogueBarrierPass(PassHandle);
FRDGBarrierBatchBegin& BarriersToBegin = Pass->GetEpilogueBarriersToBeginFor(Allocator, TransitionCreateQueue, Pass->GetPipeline());
Function(BarriersToBegin);
Pass->GetEpilogueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
}
#if WITH_MGPU
void ForceCopyCrossGPU();
#endif
/** Registry of graph objects. */
FRDGPassRegistry Passes;
FRDGTextureRegistry Textures;
FRDGBufferRegistry Buffers;
FRDGViewRegistry Views;
FRDGUniformBufferRegistry UniformBuffers;
/** Uniform buffers which were used in a pass. */
TArray<FRDGUniformBufferHandle, FRDGArrayAllocator> UniformBuffersToCreate;
/** Tracks external resources to their registered render graph counterparts for de-duplication. */
TSortedMap<FRHITexture*, FRDGTexture*, FRDGArrayAllocator> ExternalTextures;
TSortedMap<FRHIBuffer*, FRDGBuffer*, FRDGArrayAllocator> ExternalBuffers;
/** Tracks the latest RDG resource to own an alias of a pooled resource (multiple RDG resources can reference the same pooled resource). */
TMap<FRDGPooledTexture*, FRDGTexture*, FRDGSetAllocator> PooledTextureOwnershipMap;
TMap<FRDGPooledBuffer*, FRDGBuffer*, FRDGSetAllocator> PooledBufferOwnershipMap;
/** Array of all pooled references held during execution. */
TArray<TRefCountPtr<IPooledRenderTarget>, FRDGArrayAllocator> ActivePooledTextures;
TArray<TRefCountPtr<FRDGPooledBuffer>, FRDGArrayAllocator> ActivePooledBuffers;
/** Map of barrier batches begun from more than one pipe. */
TMap<FRDGBarrierBatchBeginId, FRDGBarrierBatchBegin*, FRDGSetAllocator> BarrierBatchMap;
/** Set of all active barrier batch begin instances; used to create transitions. */
FRDGTransitionCreateQueue TransitionCreateQueue;
/** The epilogue and prologue passes are sentinels that are used to simplify graph logic around barriers
* and traversal. The prologue pass is used exclusively for barriers before the graph executes, while the
* epilogue pass is used for resource extraction barriers--a property that also makes it the main root of
* the graph for culling purposes. The epilogue pass is added to the very end of the pass array for traversal
* purposes. The prologue does not need to participate in any graph traversal behavior.
*/
FRDGPass* ProloguePass = nullptr;
FRDGPass* EpiloguePass = nullptr;
struct FExtractedTexture
{
FExtractedTexture() = default;
FExtractedTexture(FRDGTexture* InTexture, TRefCountPtr<IPooledRenderTarget>* InPooledTexture)
: Texture(InTexture)
, PooledTexture(InPooledTexture)
{}
FRDGTexture* Texture{};
TRefCountPtr<IPooledRenderTarget>* PooledTexture{};
};
TArray<FExtractedTexture, FRDGArrayAllocator> ExtractedTextures;
struct FExtractedBuffer
{
FExtractedBuffer() = default;
FExtractedBuffer(FRDGBuffer* InBuffer, TRefCountPtr<FRDGPooledBuffer>* InPooledBuffer)
: Buffer(InBuffer)
, PooledBuffer(InPooledBuffer)
{}
FRDGBuffer* Buffer{};
TRefCountPtr<FRDGPooledBuffer>* PooledBuffer{};
};
TArray<FExtractedBuffer, FRDGArrayAllocator> ExtractedBuffers;
struct FUploadedBuffer
{
FUploadedBuffer() = default;
FUploadedBuffer(FRDGBuffer* InBuffer, const void* InData, uint64 InDataSize)
: bUseDataCallbacks(false)
, bUseFreeCallbacks(false)
, Buffer(InBuffer)
, Data(InData)
, DataSize(InDataSize)
{}
FUploadedBuffer(FRDGBuffer* InBuffer, const void* InData, uint64 InDataSize, FRDGBufferInitialDataFreeCallback&& InDataFreeCallback)
: bUseDataCallbacks(false)
, bUseFreeCallbacks(true)
, Buffer(InBuffer)
, Data(InData)
, DataSize(InDataSize)
, DataFreeCallback(MoveTemp(InDataFreeCallback))
{}
FUploadedBuffer(FRDGBuffer* InBuffer, FRDGBufferInitialDataCallback&& InDataCallback, FRDGBufferInitialDataSizeCallback&& InDataSizeCallback)
: bUseDataCallbacks(true)
, bUseFreeCallbacks(false)
, Buffer(InBuffer)
, DataCallback(MoveTemp(InDataCallback))
, DataSizeCallback(MoveTemp(InDataSizeCallback))
{}
FUploadedBuffer(FRDGBuffer* InBuffer, FRDGBufferInitialDataCallback&& InDataCallback, FRDGBufferInitialDataSizeCallback&& InDataSizeCallback, FRDGBufferInitialDataFreeCallback&& InDataFreeCallback)
: bUseDataCallbacks(true)
, bUseFreeCallbacks(true)
, Buffer(InBuffer)
, DataCallback(MoveTemp(InDataCallback))
, DataSizeCallback(MoveTemp(InDataSizeCallback))
, DataFreeCallback(MoveTemp(InDataFreeCallback))
{}
bool bUseDataCallbacks = false;
bool bUseFreeCallbacks = false;
FRDGBuffer* Buffer{};
const void* Data{};
uint64 DataSize{};
FRDGBufferInitialDataCallback DataCallback;
FRDGBufferInitialDataSizeCallback DataSizeCallback;
FRDGBufferInitialDataFreeCallback DataFreeCallback;
};
TArray<FUploadedBuffer, FRDGArrayAllocator> UploadedBuffers;
struct FParallelPassSet
{
FParallelPassSet() = default;
TArray<FRDGPass*, FRDGArrayAllocator> Passes;
FGraphEventRef Event;
FRHICommandList* RHICmdList{};
IF_RHI_WANT_BREADCRUMB_EVENTS(FRDGBreadcrumbState* BreadcrumbStateBegin{});
IF_RHI_WANT_BREADCRUMB_EVENTS(FRDGBreadcrumbState* BreadcrumbStateEnd{});
int8 bInitialized = 0;
ERHIPipeline DispatchAfterExecutePipelines = ERHIPipeline::None;
};
TArray<FParallelPassSet, FRDGArrayAllocator> ParallelPassSets;
/** Array of all active parallel execute tasks. */
FGraphEventArray ParallelExecuteEvents;
/** Array of all task events requested by the user. */
FGraphEventArray ParallelSetupEvents;
/** Tracks the final access used on resources in order to call SetTrackedAccess. */
TArray<FRHITrackedAccessInfo, FRDGArrayAllocator> EpilogueResourceAccesses;
/** Contains resources queued for either access mode change passes. */
TArray<FRDGViewableResource*, FRDGArrayAllocator> AccessModeQueue;
TSet<FRDGViewableResource*, DefaultKeyFuncs<FRDGViewableResource*>, FRDGSetAllocator> ExternalAccessResources;
/** Texture state used for intermediate operations. Held here to avoid re-allocating. */
FRDGTextureSubresourceStateIndirect ScratchTextureState;
/** Current scope's async compute budget. This is passed on to every pass created. */
EAsyncComputeBudget AsyncComputeBudgetScope = EAsyncComputeBudget::EAll_4;
EAsyncComputeBudget AsyncComputeBudgetState = EAsyncComputeBudget(~0u);
IF_RDG_CPU_SCOPES(FRDGCPUScopeStacks CPUScopeStacks);
FRDGGPUScopeStacksByPipeline GPUScopeStacks;
IF_RHI_WANT_BREADCRUMB_EVENTS(FRDGBreadcrumbState* BreadcrumbState{});
IF_RDG_ENABLE_TRACE(FRDGTrace Trace);
bool bFlushResourcesRHI = false;
bool bParallelExecuteEnabled = false;
#if RDG_ENABLE_DEBUG
FRDGUserValidation UserValidation;
FRDGBarrierValidation BarrierValidation;
#endif
/** Tracks stack counters of auxiliary passes to avoid calling them recursively. */
struct FAuxiliaryPass
{
uint8 Clobber = 0;
uint8 Visualize = 0;
uint8 Dump = 0;
uint8 FlushAccessModeQueue = 0;
bool IsDumpAllowed() const { return Dump == 0; }
bool IsVisualizeAllowed() const { return Visualize == 0; }
bool IsClobberAllowed() const { return Clobber == 0; }
bool IsFlushAccessModeQueueAllowed() const { return FlushAccessModeQueue == 0; }
bool IsActive() const { return Clobber > 0 || Visualize > 0 || Dump > 0 || FlushAccessModeQueue > 0; }
} AuxiliaryPasses;
#if WITH_MGPU
/** Name for the temporal effect used to synchronize multi-frame resources. */
FName NameForTemporalEffect;
/** Whether we performed the wait for the temporal effect yet. */
bool bWaitedForTemporalEffect = false;
/** Copy all cross GPU external resources (not marked MultiGPUGraphIgnore) at the end of execution (bad for perf, but useful for debugging). */
bool bForceCopyCrossGPU = false;
#endif
uint32 AsyncComputePassCount = 0;
uint32 RasterPassCount = 0;
IF_RDG_CMDLIST_STATS(TStatId CommandListStatScope);
IF_RDG_CMDLIST_STATS(TStatId CommandListStatState);
IRHITransientResourceAllocator* TransientResourceAllocator = nullptr;
void Compile();
void Clear();
void SetRHI(FRDGTexture* Texture, IPooledRenderTarget* RenderTarget, FRDGPassHandle PassHandle);
void SetRHI(FRDGTexture* Texture, FRDGPooledTexture* PooledTexture, FRDGPassHandle PassHandle);
void SetRHI(FRDGTexture* Texture, FRHITransientTexture* TransientTexture, FRDGPassHandle PassHandle);
void SetRHI(FRDGBuffer* Buffer, FRDGPooledBuffer* PooledBuffer, FRDGPassHandle PassHandle);
void SetRHI(FRDGBuffer* Buffer, FRHITransientBuffer* TransientBuffer, FRDGPassHandle PassHandle);
void BeginResourcesRHI(FRDGPass* ResourcePass, FRDGPassHandle ExecutePassHandle);
void BeginResourceRHI(FRDGPassHandle, FRDGTexture* Texture);
void BeginResourceRHI(FRDGPassHandle, FRDGBuffer* Buffer);
void EndResourcesRHI(FRDGPass* ResourcePass, FRDGPassHandle ExecutePassHandle);
void EndResourceRHI(FRDGPassHandle, FRDGTexture* Texture, uint32 ReferenceCount);
void EndResourceRHI(FRDGPassHandle, FRDGBuffer* Buffer, uint32 ReferenceCount);
void InitRHI(FRDGView* View);
void InitRHI(FRDGBufferSRV* SRV);
void InitRHI(FRDGBufferUAV* UAV);
void InitRHI(FRDGTextureSRV* SRV);
void InitRHI(FRDGTextureUAV* UAV);
void SetupParallelExecute();
void DispatchParallelExecute(IRHICommandContext* RHICmdContext);
void SetupBufferUploads();
void SubmitBufferUploads();
void BeginFlushResourcesRHI();
void EndFlushResourcesRHI();
void FlushAccessModeQueue();
void SetupPassInternal(FRDGPass* Pass, FRDGPassHandle PassHandle, ERHIPipeline PassPipeline, bool bEmptyParameters);
FRDGPass* SetupPass(FRDGPass* Pass);
FRDGPass* SetupEmptyPass(FRDGPass* Pass);
void CompilePassOps(FRDGPass* Pass);
void ExecutePass(FRDGPass* Pass, FRHIComputeCommandList& RHICmdListPass);
void ExecutePassPrologue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass);
void ExecutePassEpilogue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass);
void CollectPassBarriers(FRDGPass* Pass, FRDGPassHandle PassHandle);
void CreatePassBarriers(FGraphEventArray* AsyncCompileEvents);
void CreateUniformBuffers(FGraphEventArray* AsyncCompileEvents);
void AddPassDependency(FRDGPassHandle ProducerHandle, FRDGPassHandle ConsumerHandle);
void AddEpilogueTransition(FRDGTextureRef Texture);
void AddEpilogueTransition(FRDGBufferRef Buffer);
void AddTransition(
FRDGPassHandle PassHandle,
FRDGTextureRef Texture,
FRDGTextureSubresourceStateIndirect& StateAfter);
void AddTransition(
FRDGPassHandle PassHandle,
FRDGBufferRef Buffer,
FRDGSubresourceState StateAfter);
void AddTransition(
FRDGViewableResource* Resource,
FRDGSubresourceState StateBefore,
FRDGSubresourceState StateAfter,
const FRHITransitionInfo& TransitionInfo);
void AddAliasingTransition(
FRDGPassHandle BeginPassHandle,
FRDGPassHandle EndPassHandle,
FRDGViewableResource* Resource,
const FRHITransientAliasingInfo& Info);
bool IsTransient(FRDGTextureRef Texture) const;
bool IsTransient(FRDGBufferRef Buffer) const;
bool IsTransientInternal(FRDGViewableResource* Resource, bool bFastVRAM) const;
FRHIRenderPassInfo GetRenderPassInfo(const FRDGPass* Pass) const;
FRDGSubresourceState* AllocSubresource(const FRDGSubresourceState& Other);
#if RDG_DUMP_RESOURCES
void DumpResourcePassOutputs(const FRDGPass* Pass);
#if RDG_DUMP_RESOURCES_AT_EACH_DRAW
void BeginPassDump(const FRDGPass* Pass);
void EndPassDump(const FRDGPass* Pass);
#endif
#endif
#if RDG_ENABLE_DEBUG
void VisualizePassOutputs(const FRDGPass* Pass);
void ClobberPassOutputs(const FRDGPass* Pass);
#endif
friend FRDGTrace;
friend DynamicRenderScaling::FRDGScope;
friend FRDGEventScopeGuard;
friend FRDGGPUStatScopeGuard;
friend FRDGAsyncComputeBudgetScopeGuard;
friend FRDGScopedCsvStatExclusive;
friend FRDGScopedCsvStatExclusiveConditional;
};
class FRDGAsyncComputeBudgetScopeGuard final
{
public:
FRDGAsyncComputeBudgetScopeGuard(FRDGBuilder& InGraphBuilder, EAsyncComputeBudget InAsyncComputeBudget)
: GraphBuilder(InGraphBuilder)
, AsyncComputeBudgetRestore(GraphBuilder.AsyncComputeBudgetScope)
{
GraphBuilder.AsyncComputeBudgetScope = InAsyncComputeBudget;
}
~FRDGAsyncComputeBudgetScopeGuard()
{
GraphBuilder.AsyncComputeBudgetScope = AsyncComputeBudgetRestore;
}
private:
FRDGBuilder& GraphBuilder;
const EAsyncComputeBudget AsyncComputeBudgetRestore;
};
#define RDG_ASYNC_COMPUTE_BUDGET_SCOPE(GraphBuilder, AsyncComputeBudget) \
FRDGAsyncComputeBudgetScopeGuard PREPROCESSOR_JOIN(FRDGAsyncComputeBudgetScope, __LINE__)(GraphBuilder, AsyncComputeBudget)
#if WITH_MGPU
#define RDG_GPU_MASK_SCOPE(GraphBuilder, GPUMask) SCOPED_GPU_MASK(GraphBuilder.RHICmdList, GPUMask)
#else
#define RDG_GPU_MASK_SCOPE(GraphBuilder, GPUMask)
#endif
#include "RenderGraphBuilder.inl"