Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h
zach bethel 058bdd7d2f Implemented support for parallel buffer creation and lock / unlock.
- Refactored relevant FDynamicRHI APIs to take an FRHICommandListBase reference. Platforms which require operations deferred to the RHI thread will enqueue commands into the command list.
 - Hardened platform implementations to use locks where needed.
 - Added unit tests to stress test creating and locking many buffers in parallel.

#preflight 62a2855c54169bd8aa114d29
#rb christopher.waters, jeannoe.morissette, luke.thatcher, will.damon, kenzo.terelst

[CL 20659113 by zach bethel in ue5-main branch]
2022-06-14 17:59:07 -04:00

537 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
RenderingThread.h: Rendering thread definitions.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "Async/TaskGraphInterfaces.h"
#include "Templates/Atomic.h"
#include "Trace/Trace.h"
#include "Serialization/MemoryLayout.h"
#include "Delegates/Delegate.h"
#include "RHI.h"
#include "RHICommandList.h"
////////////////////////////////////
// Render thread API
////////////////////////////////////
/**
* Whether the renderer is currently running in a separate thread.
* If this is false, then all rendering commands will be executed immediately instead of being enqueued in the rendering command buffer.
*/
extern RENDERCORE_API bool GIsThreadedRendering;
/**
* Whether the rendering thread should be created or not.
* Currently set by command line parameter and by the ToggleRenderingThread console command.
*/
extern RENDERCORE_API bool GUseThreadedRendering;
extern RENDERCORE_API void SetRHIThreadEnabled(bool bEnableDedicatedThread, bool bEnableRHIOnTaskThreads);
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
static FORCEINLINE void CheckNotBlockedOnRenderThread() {}
#else // #if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
/** Whether the main thread is currently blocked on the rendering thread, e.g. a call to FlushRenderingCommands. */
extern RENDERCORE_API TAtomic<bool> GMainThreadBlockedOnRenderThread;
/** Asserts if called from the main thread when the main thread is blocked on the rendering thread. */
static FORCEINLINE void CheckNotBlockedOnRenderThread() { ensure(!GMainThreadBlockedOnRenderThread.Load(EMemoryOrder::Relaxed) || !IsInGameThread()); }
#endif // #if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
/** Starts the rendering thread. */
extern RENDERCORE_API void StartRenderingThread();
/** Stops the rendering thread. */
extern RENDERCORE_API void StopRenderingThread();
/**
* Checks if the rendering thread is healthy and running.
* If it has crashed, UE_LOG is called with the exception information.
*/
extern RENDERCORE_API void CheckRenderingThreadHealth();
/** Checks if the rendering thread is healthy and running, without crashing */
extern RENDERCORE_API bool IsRenderingThreadHealthy();
/**
* Advances stats for the rendering thread. Called from the game thread.
*/
extern RENDERCORE_API void AdvanceRenderingThreadStatsGT( bool bDiscardCallstack, int64 StatsFrame, int32 MasterDisableChangeTagStartFrame );
/**
* Waits for the rendering thread to finish executing all pending rendering commands. Should only be used from the game thread.
*/
extern RENDERCORE_API void FlushRenderingCommands();
extern RENDERCORE_API void FlushPendingDeleteRHIResources_GameThread();
extern RENDERCORE_API void FlushPendingDeleteRHIResources_RenderThread();
extern RENDERCORE_API void TickRenderingTickables();
extern RENDERCORE_API void StartRenderCommandFenceBundler();
extern RENDERCORE_API void StopRenderCommandFenceBundler();
class RENDERCORE_API FCoreRenderDelegates
{
public:
DECLARE_MULTICAST_DELEGATE(FOnFlushRenderingCommandsStart);
static FOnFlushRenderingCommandsStart OnFlushRenderingCommandsStart;
DECLARE_MULTICAST_DELEGATE(FOnFlushRenderingCommandsEnd);
static FOnFlushRenderingCommandsEnd OnFlushRenderingCommandsEnd;
};
////////////////////////////////////
// Render thread suspension
////////////////////////////////////
/**
* Encapsulates stopping and starting the renderthread so that other threads can manipulate graphics resources.
*/
class RENDERCORE_API FSuspendRenderingThread
{
public:
/**
* Constructor that flushes and suspends the renderthread
* @param bRecreateThread - Whether the rendering thread should be completely destroyed and recreated, or just suspended.
*/
FSuspendRenderingThread( bool bRecreateThread );
/** Destructor that starts the renderthread again */
~FSuspendRenderingThread();
private:
/** Whether we should use a rendering thread or not */
bool bUseRenderingThread;
/** Whether the rendering thread was currently running or not */
bool bWasRenderingThreadRunning;
/** Whether the rendering thread should be completely destroyed and recreated, or just suspended */
bool bRecreateThread;
};
/** Helper macro for safely flushing and suspending the rendering thread while manipulating graphics resources */
#define SCOPED_SUSPEND_RENDERING_THREAD(bRecreateThread) FSuspendRenderingThread SuspendRenderingThread(bRecreateThread)
////////////////////////////////////
// Render commands
////////////////////////////////////
UE_TRACE_CHANNEL_EXTERN(RenderCommandsChannel, RENDERCORE_API);
/** The parent class of commands stored in the rendering command queue. */
class RENDERCORE_API FRenderCommand
{
public:
// All render commands run on the render thread
static ENamedThreads::Type GetDesiredThread()
{
check(!GIsThreadedRendering || ENamedThreads::GetRenderThread() != ENamedThreads::GameThread);
return ENamedThreads::GetRenderThread();
}
static ESubsequentsMode::Type GetSubsequentsMode()
{
// Don't support tasks having dependencies on us, reduces task graph overhead tracking and dealing with subsequents
return ESubsequentsMode::FireAndForget;
}
};
//
// Macros for using render commands.
//
// ideally this would be inline, however that changes the module dependency situation
extern RENDERCORE_API class FRHICommandListImmediate& GetImmediateCommandList_ForRenderCommand();
DECLARE_STATS_GROUP(TEXT("Render Thread Commands"), STATGROUP_RenderThreadCommands, STATCAT_Advanced);
// Log render commands on server for debugging
#if 0 // UE_SERVER && UE_BUILD_DEBUG
#define LogRenderCommand(TypeName) UE_LOG(LogRHI, Warning, TEXT("Render command '%s' is being executed on a dedicated server."), TEXT(#TypeName))
#else
#define LogRenderCommand(TypeName)
#endif
// conditions when rendering commands are executed in the thread
#if UE_SERVER
#define ShouldExecuteOnRenderThread() false
#else
#define ShouldExecuteOnRenderThread() (LIKELY(GIsThreadedRendering || !IsInGameThread()))
#endif // UE_SERVER
#define TASK_FUNCTION(Code) \
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) \
{ \
FRHICommandListImmediate& RHICmdList = GetImmediateCommandList_ForRenderCommand(); \
Code; \
}
#define TASKNAME_FUNCTION(TypeName) \
FORCEINLINE TStatId GetStatId() const \
{ \
RETURN_QUICK_DECLARE_CYCLE_STAT(TypeName, STATGROUP_RenderThreadCommands); \
}
template<typename TSTR, typename LAMBDA>
class TEnqueueUniqueRenderCommandType : public FRenderCommand
{
public:
TEnqueueUniqueRenderCommandType(LAMBDA&& InLambda) : Lambda(Forward<LAMBDA>(InLambda)) {}
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
TRACE_CPUPROFILER_EVENT_SCOPE_ON_CHANNEL_STR(TSTR::TStr(), RenderCommandsChannel);
FRHICommandListImmediate& RHICmdList = GetImmediateCommandList_ForRenderCommand();
Lambda(RHICmdList);
}
FORCEINLINE_DEBUGGABLE TStatId GetStatId() const
{
#if STATS
static struct FThreadSafeStaticStat<FStat_EnqueueUniqueRenderCommandType> StatPtr_EnqueueUniqueRenderCommandType;
return StatPtr_EnqueueUniqueRenderCommandType.GetStatId();
#else
return TStatId();
#endif
}
private:
#if STATS
struct FStat_EnqueueUniqueRenderCommandType
{
typedef FStatGroup_STATGROUP_RenderThreadCommands TGroup;
static FORCEINLINE const char* GetStatName()
{
return TSTR::CStr();
}
static FORCEINLINE const TCHAR* GetDescription()
{
return TSTR::TStr();
}
static FORCEINLINE EStatDataType::Type GetStatType()
{
return EStatDataType::ST_int64;
}
static FORCEINLINE bool IsClearEveryFrame()
{
return true;
}
static FORCEINLINE bool IsCycleStat()
{
return true;
}
static FORCEINLINE FPlatformMemory::EMemoryCounterRegion GetMemoryRegion()
{
return FPlatformMemory::MCR_Invalid;
}
};
#endif
private:
LAMBDA Lambda;
};
template<typename TSTR, typename LAMBDA>
FORCEINLINE_DEBUGGABLE void EnqueueUniqueRenderCommand(LAMBDA&& Lambda)
{
//QUICK_SCOPE_CYCLE_COUNTER(STAT_EnqueueUniqueRenderCommand);
typedef TEnqueueUniqueRenderCommandType<TSTR, LAMBDA> EURCType;
#if 0 // UE_SERVER && UE_BUILD_DEBUG
UE_LOG(LogRHI, Warning, TEXT("Render command '%s' is being executed on a dedicated server."), TSTR::TStr())
#endif
if (IsInRenderingThread())
{
FRHICommandListImmediate& RHICmdList = GetImmediateCommandList_ForRenderCommand();
Lambda(RHICmdList);
}
else
{
if (ShouldExecuteOnRenderThread())
{
CheckNotBlockedOnRenderThread();
TGraphTask<EURCType>::CreateTask().ConstructAndDispatchWhenReady(Forward<LAMBDA>(Lambda));
}
else
{
EURCType TempCommand(Forward<LAMBDA>(Lambda));
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId());
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef());
}
}
}
#define ENQUEUE_RENDER_COMMAND(Type) \
struct Type##Name \
{ \
static const char* CStr() { return #Type; } \
static const TCHAR* TStr() { return TEXT(#Type); } \
}; \
EnqueueUniqueRenderCommand<Type##Name>
template<typename LAMBDA>
FORCEINLINE_DEBUGGABLE void EnqueueUniqueRenderCommand(LAMBDA& Lambda)
{
static_assert(sizeof(LAMBDA) == 0, "EnqueueUniqueRenderCommand enforces use of rvalue and therefore move to avoid an extra copy of the Lambda");
}
////////////////////////////////////
// Deferred cleanup
////////////////////////////////////
/**
* The base class of objects that need to defer deletion until the render command queue has been flushed.
*/
class RENDERCORE_API FDeferredCleanupInterface
{
public:
virtual ~FDeferredCleanupInterface() {}
UE_DEPRECATED(4.20, "FinishCleanup is deprecated. Use RAII in the destructor instead.")
virtual void FinishCleanup() final {}
};
/**
* A set of cleanup objects which are pending deletion.
*/
class FPendingCleanupObjects
{
TArray<FDeferredCleanupInterface*> CleanupArray;
public:
inline bool IsEmpty() const { return CleanupArray.IsEmpty(); }
FPendingCleanupObjects();
RENDERCORE_API ~FPendingCleanupObjects();
};
/**
* Adds the specified deferred cleanup object to the current set of pending cleanup objects.
*/
extern RENDERCORE_API void BeginCleanup(FDeferredCleanupInterface* CleanupObject);
/**
* Transfers ownership of the current set of pending cleanup objects to the caller. A new set is created for subsequent BeginCleanup calls.
* @return A pointer to the set of pending cleanup objects. The called is responsible for deletion.
*/
extern RENDERCORE_API FPendingCleanupObjects* GetPendingCleanupObjects();
////////////////////////////////////
// RenderThread scoped work
////////////////////////////////////
/** A utility to record RHI commands asynchronously and then enqueue the resulting commands to the render thread. */
class FRHIAsyncCommandList
{
public:
FRHIAsyncCommandList(FRHIGPUMask InGPUMask = FRHIGPUMask::All())
: RHICmdListStack(InGPUMask)
{
RHICmdListStack.DisallowBypass();
}
FRHICommandList& GetCommandList()
{
return RHICmdListStack;
}
FRHICommandList& operator*()
{
return RHICmdListStack;
}
FRHICommandList* operator->()
{
return &RHICmdListStack;
}
~FRHIAsyncCommandList()
{
if (RHICmdListStack.HasCommands())
{
FRHICommandList* RHICmdList = new FRHICommandList(FRHIGPUMask::All());
RHICmdList->ExchangeCmdList(RHICmdListStack);
ENQUEUE_RENDER_COMMAND(AsyncCommandListScope)(
[RHICmdList](FRHICommandListImmediate& RHICmdListImmediate)
{
RHICmdListImmediate.QueueCommandListSubmit(RHICmdList);
});
}
}
private:
FRHICommandList RHICmdListStack;
};
class RENDERCORE_API FRenderThreadScope
{
typedef TFunction<void(FRHICommandListImmediate&)> RenderCommandFunction;
typedef TArray<RenderCommandFunction> RenderCommandFunctionArray;
public:
FRenderThreadScope()
{
RenderCommands = new RenderCommandFunctionArray;
}
~FRenderThreadScope()
{
RenderCommandFunctionArray* RenderCommandArray = RenderCommands;
ENQUEUE_RENDER_COMMAND(DispatchScopeCommands)(
[RenderCommandArray](FRHICommandListImmediate& RHICmdList)
{
for(int32 Index = 0; Index < RenderCommandArray->Num(); Index++)
{
(*RenderCommandArray)[Index](RHICmdList);
}
delete RenderCommandArray;
});
}
void EnqueueRenderCommand(RenderCommandFunction&& Lambda)
{
RenderCommands->Add(MoveTemp(Lambda));
}
private:
RenderCommandFunctionArray* RenderCommands;
};
struct FRenderThreadStructBase
{
FRenderThreadStructBase() = default;
// Copy construction is not allowed. Used to avoid accidental copying in the command lambda.
FRenderThreadStructBase(const FRenderThreadStructBase&) = delete;
void InitRHI(FRHICommandListImmediate&) {}
void ReleaseRHI(FRHICommandListImmediate&) {}
};
/** Represents a struct with a lifetime that spans multiple render commands with scoped initialization
* and release on the render thread.
*
* Example:
*
* struct FMyStruct : public FRenderThreadStructBase
* {
* FInitializer { int32 Foo; int32 Bar; };
*
* FMyStruct(const FInitializer& InInitializer)
* : Initializer(InInitializer)
* {
* // Called immediately by TRenderThreadStruct when created.
* }
*
* ~FMyStruct()
* {
* // Called on the render thread when TRenderThreadStruct goes out of scope.
* }
*
* void InitRHI(FRHICommandListImmediate& RHICmdList)
* {
* // Called on the render thread by TRenderThreadStruct when created.
* }
*
* void ReleaseRHI(FRHICommandListImmediate& RHICmdList)
* {
* // Called on the render thread when TRenderThreadStruct goes out of scope.
* }
*
* FInitializer Initializer;
* };
*
* // On Main Thread
*
* {
* TRenderThreadStruct<FMyStruct> MyStruct(FMyStruct::FInitializer{1, 2});
*
* ENQUEUE_RENDER_COMMAND(CommandA)[MyStruct = MyStruct.Get()](FRHICommandListImmediate& RHICmdList)
* {
* // Do something with MyStruct.
* };
*
* ENQUEUE_RENDER_COMMAND(CommandB)[MyStruct = MyStrucft.Get()](FRHICommandListImmediate& RHICmdList)
* {
* // Do something else with MyStruct.
* };
*
* // MyStruct instance is automatically released and deleted on the render thread.
* }
*/
template <typename StructType>
class TRenderThreadStruct
{
public:
static_assert(TIsDerivedFrom<StructType, FRenderThreadStructBase>::IsDerived, "StructType must be derived from FRenderThreadStructBase.");
template <typename... TArgs>
TRenderThreadStruct(TArgs&&... Args)
: Struct(new StructType(Forward<TArgs&&>(Args)...))
{
ENQUEUE_RENDER_COMMAND(InitStruct)([Struct = Struct](FRHICommandListImmediate& RHICmdList)
{
Struct->InitRHI(RHICmdList);
});
}
~TRenderThreadStruct()
{
ENQUEUE_RENDER_COMMAND(DeleteStruct)([Struct = Struct](FRHICommandListImmediate& RHICmdList)
{
Struct->ReleaseRHI(RHICmdList);
delete Struct;
});
Struct = nullptr;
}
TRenderThreadStruct(const TRenderThreadStruct&) = delete;
const StructType* operator->() const
{
return Struct;
}
StructType* operator->()
{
return Struct;
}
const StructType& operator*() const
{
return *Struct;
}
StructType& operator*()
{
return *Struct;
}
const StructType* Get() const
{
return Struct;
}
StructType* Get()
{
return Struct;
}
private:
StructType* Struct;
};
DECLARE_MULTICAST_DELEGATE(FStopRenderingThread);
using FStopRenderingThreadDelegate = FStopRenderingThread::FDelegate;
extern RENDERCORE_API FDelegateHandle RegisterStopRenderingThreadDelegate(const FStopRenderingThreadDelegate& InDelegate);
extern RENDERCORE_API void UnregisterStopRenderingThreadDelegate(FDelegateHandle InDelegateHandle);