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- Simplified RDG transition logic to only use subresource transitions. - Don't allow unmergeable states to be merged during pass setup. #preflight 627ebfadca3b90fc14fb9b85 #fyi jeannoe.morissette [CL 20224647 by zach bethel in ue5-main branch]
162 lines
7.6 KiB
C++
162 lines
7.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderGraphPass.h"
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#if RDG_ENABLE_DEBUG
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/** Used by the render graph builder to validate correct usage of the graph API from setup to execution.
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* Validation is compiled out in shipping builds. This class tracks resources and passes as they are
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* added to the graph. It will then validate execution of the graph, including whether resources are
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* used during execution, and that they are properly produced before being consumed. All found issues
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* must be clear enough to help the user identify the problem in client code. Validation should occur
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* as soon as possible in the graph lifecycle. It's much easier to catch an issue at the setup location
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* rather than during deferred execution.
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*
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* Finally, this class is designed for user validation, not for internal graph validation. In other words,
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* if the user can break the graph externally via the client-facing API, this validation layer should catch it.
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* Any internal validation of the graph state should be kept out of this class in order to provide a clear
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* and modular location to extend the validation layer as well as clearly separate the graph implementation
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* details from events in the graph.
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*/
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class RENDERCORE_API FRDGUserValidation final
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{
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public:
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FRDGUserValidation(FRDGAllocator& Allocator, bool bParallelExecuteEnabled);
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FRDGUserValidation(const FRDGUserValidation&) = delete;
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~FRDGUserValidation();
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/** Tracks and validates inputs into resource creation functions. */
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void ValidateCreateTexture(const FRDGTextureDesc& Desc, const TCHAR* Name, ERDGTextureFlags Flags);
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void ValidateCreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, ERDGBufferFlags Flags);
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void ValidateCreateSRV(const FRDGTextureSRVDesc& Desc);
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void ValidateCreateSRV(const FRDGBufferSRVDesc& Desc);
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void ValidateCreateUAV(const FRDGTextureUAVDesc& Desc);
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void ValidateCreateUAV(const FRDGBufferUAVDesc& Desc);
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void ValidateCreateUniformBuffer(const void* ParameterStruct, const FShaderParametersMetadata* Metadata);
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/** Tracks and validates the creation of a new externally created / registered resource instances. */
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void ValidateCreateTexture(FRDGTextureRef Texture);
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void ValidateCreateBuffer(FRDGBufferRef Buffer);
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void ValidateCreateSRV(FRDGTextureSRVRef SRV);
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void ValidateCreateSRV(FRDGBufferSRVRef SRV);
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void ValidateCreateUAV(FRDGTextureUAVRef UAV);
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void ValidateCreateUAV(FRDGBufferUAVRef UAV);
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void ValidateCreateUniformBuffer(FRDGUniformBufferRef UniformBuffer);
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void ValidateRegisterExternalTexture(
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const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
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const TCHAR* Name,
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ERDGTextureFlags Flags);
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void ValidateRegisterExternalBuffer(
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const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer,
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const TCHAR* Name,
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ERDGBufferFlags Flags);
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void ValidateRegisterExternalTexture(FRDGTextureRef Texture);
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void ValidateRegisterExternalBuffer(FRDGBufferRef Buffer);
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void ValidateUploadBuffer(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize);
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void ValidateUploadBuffer(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, const FRDGBufferInitialDataFreeCallback& InitialDataFreeCallback);
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void ValidateUploadBuffer(FRDGBufferRef Buffer, const FRDGBufferInitialDataCallback& InitialDataCallback, const FRDGBufferInitialDataSizeCallback& InitialDataSizeCallback);
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void ValidateUploadBuffer(FRDGBufferRef Buffer, const FRDGBufferInitialDataCallback& InitialDataCallback, const FRDGBufferInitialDataSizeCallback& InitialDataSizeCallback, const FRDGBufferInitialDataFreeCallback& InitialDataFreeCallback);
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/** Validates a resource extraction operation. */
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void ValidateExtractTexture(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr);
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void ValidateExtractBuffer(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutBufferPtr);
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void ValidateConvertToExternalResource(FRDGViewableResource* Resource);
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/** Tracks and validates the addition of a new pass to the graph.
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* @param bSkipPassAccessMarking Skips marking the pass as a producer or incrementing the pass access. Useful when
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* the builder needs to inject a pass for debugging while preserving error messages and warnings for the original
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* graph structure.
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*/
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void ValidateAddPass(const void* ParameterStruct, const FShaderParametersMetadata* Metadata, const FRDGEventName& Name, ERDGPassFlags Flags);
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void ValidateAddPass(const FRDGEventName& Name, ERDGPassFlags Flags);
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void ValidateAddPass(const FRDGPass* Pass, bool bSkipPassAccessMarking);
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/** Validate pass state before and after execution. */
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void ValidateExecutePassBegin(const FRDGPass* Pass);
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void ValidateExecutePassEnd(const FRDGPass* Pass);
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/** Validate graph state before and after execution. */
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void ValidateExecuteBegin();
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void ValidateExecuteEnd();
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/** Removes the 'produced but not used' warning from the requested resource. */
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void RemoveUnusedWarning(FRDGViewableResource* Resource);
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/** Attempts to mark a resource for clobbering. If already marked, returns false. */
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bool TryMarkForClobber(FRDGViewableResource* Resource) const;
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void ValidateGetPooledTexture(FRDGTextureRef Texture) const;
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void ValidateGetPooledBuffer(FRDGBufferRef Buffer) const;
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void ValidateSetAccessFinal(FRDGViewableResource* Resource, ERHIAccess AccessFinal);
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void ValidateAddSubresourceAccess(FRDGViewableResource* Resource, const FRDGSubresourceState& Subresource, ERHIAccess Access);
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void ValidateUseExternalAccessMode(FRDGViewableResource* Resource, ERHIAccess ReadOnlyAccess, ERHIPipeline Pipelines);
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void ValidateUseInternalAccessMode(FRDGViewableResource* Resaource);
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void ValidateExternalAccess(FRDGViewableResource* Resource, ERHIAccess Access, const FRDGPass* Pass);
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/** Traverses all resources in the pass and marks whether they are externally accessible by user pass implementations. */
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static void SetAllowRHIAccess(const FRDGPass* Pass, bool bAllowAccess);
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private:
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void ValidateCreateViewableResource(FRDGViewableResource* Resource);
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void ValidateCreateResource(FRDGResourceRef Resource);
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void ValidateExtractResource(FRDGViewableResource* Resource);
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FRDGAllocator& Allocator;
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/** List of tracked resources for validation prior to shutdown. */
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TArray<FRDGTextureRef, FRDGArrayAllocator> TrackedTextures;
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TArray<FRDGBufferRef, FRDGArrayAllocator> TrackedBuffers;
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/** Map tracking all active resources in the graph. */
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TSet<FRDGResourceRef, DefaultKeyFuncs<FRDGResourceRef>, FRDGSetAllocator> ResourceMap;
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/** Whether the Execute() has already been called. */
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bool bHasExecuted = false;
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bool bHasExecuteBegun = false;
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bool bParallelExecuteEnabled;
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void ExecuteGuard(const TCHAR* Operation, const TCHAR* ResourceName);
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};
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/** This class validates and logs barriers submitted by the graph. */
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class FRDGBarrierValidation
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{
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public:
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FRDGBarrierValidation(const FRDGPassRegistry* InPasses, const FRDGEventName& InGraphName);
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FRDGBarrierValidation(const FRDGBarrierValidation&) = delete;
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/** Validates a begin barrier batch just prior to submission to the command list. */
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void ValidateBarrierBatchBegin(const FRDGPass* Pass, const FRDGBarrierBatchBegin& Batch);
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/** Validates an end barrier batch just prior to submission to the command list. */
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void ValidateBarrierBatchEnd(const FRDGPass* Pass, const FRDGBarrierBatchEnd& Batch);
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private:
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struct FResourceMap
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{
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TMap<FRDGTextureRef, TArray<FRHITransitionInfo>> Textures;
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TMap<FRDGBufferRef, FRHITransitionInfo> Buffers;
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TMap<FRDGViewableResource*, FRHITransientAliasingInfo> Aliases;
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};
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using FBarrierBatchMap = TMap<const FRDGBarrierBatchBegin*, FResourceMap>;
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FBarrierBatchMap BatchMap;
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const FRDGPassRegistry* Passes = nullptr;
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const TCHAR* GraphName = nullptr;
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};
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#endif |