Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp
Marc Audy 7a0f229e8d Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden
#rnx
#rb none

[CL 3903710 by Marc Audy in Main branch]
2018-02-22 11:25:06 -05:00

1371 lines
41 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
RenderingThread.cpp: Rendering thread implementation.
=============================================================================*/
#include "RenderingThread.h"
#include "HAL/Runnable.h"
#include "HAL/RunnableThread.h"
#include "HAL/ExceptionHandling.h"
#include "HAL/PlatformApplicationMisc.h"
#include "Misc/OutputDeviceRedirector.h"
#include "Misc/CoreStats.h"
#include "Misc/TimeGuard.h"
#include "Misc/CoreDelegates.h"
#include "Misc/ScopeLock.h"
#include "RenderCore.h"
#include "RenderCommandFence.h"
#include "RHI.h"
#include "TickableObjectRenderThread.h"
#include "Stats/StatsData.h"
#include "HAL/ThreadHeartBeat.h"
#include "RenderResource.h"
#include "Misc/ScopeLock.h"
#include "HAL/LowLevelMemTracker.h"
//
// Globals
//
RENDERCORE_API bool GIsThreadedRendering = false;
RENDERCORE_API bool GUseThreadedRendering = false;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
RENDERCORE_API TAtomic<bool> GMainThreadBlockedOnRenderThread;
#endif // #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static FRunnable* GRenderingThreadRunnable = NULL;
/** If the rendering thread has been terminated by an unhandled exception, this contains the error message. */
FString GRenderingThreadError;
/**
* Polled by the game thread to detect crashes in the rendering thread.
* If the rendering thread crashes, it sets this variable to false.
*/
volatile bool GIsRenderingThreadHealthy = true;
/**
* Maximum rate the rendering thread will tick tickables when idle (in Hz)
*/
float GRenderingThreadMaxIdleTickFrequency = 40.f;
/** Function to stall the rendering thread **/
static void SuspendRendering()
{
++GIsRenderingThreadSuspended;
}
/** Function to wait and resume rendering thread **/
static void WaitAndResumeRendering()
{
while ( GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed) )
{
// Just sleep a little bit.
FPlatformProcess::Sleep( 0.001f ); //@todo this should be a more principled wait
}
// set the thread back to real time mode
FPlatformProcess::SetRealTimeMode();
}
/**
* Constructor that flushes and suspends the renderthread
* @param bRecreateThread - Whether the rendering thread should be completely destroyed and recreated, or just suspended.
*/
FSuspendRenderingThread::FSuspendRenderingThread( bool bInRecreateThread )
{
// Suspend async loading thread so that it doesn't start queueing render commands
// while the render thread is suspended.
if (IsAsyncLoadingMultithreaded())
{
SuspendAsyncLoading();
}
bRecreateThread = bInRecreateThread;
bUseRenderingThread = GUseThreadedRendering;
bWasRenderingThreadRunning = GIsThreadedRendering;
if ( bRecreateThread )
{
StopRenderingThread();
// GUseThreadedRendering should be set to false after StopRenderingThread call since
// otherwise a wrong context could be used.
GUseThreadedRendering = false;
++GIsRenderingThreadSuspended;
}
else
{
if ( GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed) == 0 )
{
// First tell the render thread to finish up all pending commands and then suspend its activities.
// this ensures that async stuff will be completed too
FlushRenderingCommands();
if (GIsThreadedRendering)
{
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SuspendRendering"),
STAT_FSimpleDelegateGraphTask_SuspendRendering,
STATGROUP_TaskGraphTasks);
ENamedThreads::Type RenderThread = ENamedThreads::GetRenderThread();
FGraphEventRef CompleteHandle = FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateStatic(&SuspendRendering),
GET_STATID(STAT_FSimpleDelegateGraphTask_SuspendRendering), NULL, RenderThread);
// Busy wait while Kismet debugging, to avoid opportunistic execution of game thread tasks
// If the game thread is already executing tasks, then we have no choice but to spin
if (GIntraFrameDebuggingGameThread || FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread) )
{
while (!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed))
{
FPlatformProcess::Sleep(0.0f);
}
}
else
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSuspendRenderingThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(CompleteHandle, ENamedThreads::GameThread);
}
check(GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed));
// Now tell the render thread to busy wait until it's resumed
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.WaitAndResumeRendering"),
STAT_FSimpleDelegateGraphTask_WaitAndResumeRendering,
STATGROUP_TaskGraphTasks);
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateStatic(&WaitAndResumeRendering),
GET_STATID(STAT_FSimpleDelegateGraphTask_WaitAndResumeRendering), NULL, RenderThread);
}
else
{
SuspendRendering();
}
}
else
{
// The render-thread is already suspended. Just bump the ref-count.
++GIsRenderingThreadSuspended;
}
}
}
/** Destructor that starts the renderthread again */
FSuspendRenderingThread::~FSuspendRenderingThread()
{
if ( bRecreateThread )
{
GUseThreadedRendering = bUseRenderingThread;
--GIsRenderingThreadSuspended;
if ( bUseRenderingThread && bWasRenderingThreadRunning )
{
StartRenderingThread();
// Now tell the render thread to set it self to real time mode
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SetRealTimeMode"),
STAT_FSimpleDelegateGraphTask_SetRealTimeMode,
STATGROUP_TaskGraphTasks);
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateStatic(&FPlatformProcess::SetRealTimeMode),
GET_STATID(STAT_FSimpleDelegateGraphTask_SetRealTimeMode), NULL, ENamedThreads::GetRenderThread()
);
}
}
else
{
// Resume the render thread again.
--GIsRenderingThreadSuspended;
}
if (IsAsyncLoadingMultithreaded())
{
ResumeAsyncLoading();
}
}
/**
* Tick all rendering thread tickable objects
*/
/** Static array of tickable objects that are ticked from rendering thread*/
FTickableObjectRenderThread::FRenderingThreadTickableObjectsArray FTickableObjectRenderThread::RenderingThreadTickableObjects;
FTickableObjectRenderThread::FRenderingThreadTickableObjectsArray FTickableObjectRenderThread::RenderingThreadHighFrequencyTickableObjects;
void TickHighFrequencyTickables(double CurTime)
{
static double LastHighFreqTime = FPlatformTime::Seconds();
float DeltaSecondsHighFreq = CurTime - LastHighFreqTime;
// tick any high frequency rendering thread tickables.
for (int32 ObjectIndex = 0; ObjectIndex < FTickableObjectRenderThread::RenderingThreadHighFrequencyTickableObjects.Num(); ObjectIndex++)
{
FTickableObjectRenderThread* TickableObject = FTickableObjectRenderThread::RenderingThreadHighFrequencyTickableObjects[ObjectIndex];
// make sure it wants to be ticked and the rendering thread isn't suspended
if (TickableObject->IsTickable())
{
STAT(FScopeCycleCounter(TickableObject->GetStatId());)
TickableObject->Tick(DeltaSecondsHighFreq);
}
}
LastHighFreqTime = CurTime;
}
void TickRenderingTickables()
{
static double LastTickTime = FPlatformTime::Seconds();
// calc how long has passed since last tick
double CurTime = FPlatformTime::Seconds();
float DeltaSeconds = CurTime - LastTickTime;
TickHighFrequencyTickables(CurTime);
if (DeltaSeconds < (1.f/GRenderingThreadMaxIdleTickFrequency))
{
return;
}
// tick any rendering thread tickables
for (int32 ObjectIndex = 0; ObjectIndex < FTickableObjectRenderThread::RenderingThreadTickableObjects.Num(); ObjectIndex++)
{
FTickableObjectRenderThread* TickableObject = FTickableObjectRenderThread::RenderingThreadTickableObjects[ObjectIndex];
// make sure it wants to be ticked and the rendering thread isn't suspended
if (TickableObject->IsTickable())
{
STAT(FScopeCycleCounter(TickableObject->GetStatId());)
TickableObject->Tick(DeltaSeconds);
}
}
// update the last time we ticked
LastTickTime = CurTime;
}
/** Accumulates how many cycles the renderthread has been idle. It's defined in RenderingThread.cpp. */
uint32 GRenderThreadIdle[ERenderThreadIdleTypes::Num] = {0};
/** Accumulates how times renderthread was idle. It's defined in RenderingThread.cpp. */
uint32 GRenderThreadNumIdle[ERenderThreadIdleTypes::Num] = {0};
/** How many cycles the renderthread used (excluding idle time). It's set once per frame in FViewport::Draw. */
uint32 GRenderThreadTime = 0;
/** The RHI thread runnable object. */
class FRHIThread : public FRunnable
{
public:
FRunnableThread* Thread;
FRHIThread()
: Thread(nullptr)
{
check(IsInGameThread());
}
virtual uint32 Run() override
{
LLM_SCOPE(ELLMTag::RHIMisc);
FMemory::SetupTLSCachesOnCurrentThread();
FTaskGraphInterface::Get().AttachToThread(ENamedThreads::RHIThread);
FTaskGraphInterface::Get().ProcessThreadUntilRequestReturn(ENamedThreads::RHIThread);
FMemory::ClearAndDisableTLSCachesOnCurrentThread();
return 0;
}
static FRHIThread& Get()
{
static FRHIThread Singleton;
return Singleton;
}
void Start()
{
Thread = FRunnableThread::Create(this, TEXT("RHIThread"), 512 * 1024, FPlatformAffinity::GetRHIThreadPriority(),
FPlatformAffinity::GetRHIThreadMask()
);
check(Thread);
}
};
/** The rendering thread main loop */
void RenderingThreadMain( FEvent* TaskGraphBoundSyncEvent )
{
LLM_SCOPE(ELLMTag::RenderingThreadMemory);
ENamedThreads::Type RenderThread = ENamedThreads::Type(ENamedThreads::ActualRenderingThread);
ENamedThreads::SetRenderThread(RenderThread);
ENamedThreads::SetRenderThread_Local(ENamedThreads::Type(ENamedThreads::ActualRenderingThread_Local));
FTaskGraphInterface::Get().AttachToThread(RenderThread);
FPlatformMisc::MemoryBarrier();
// Inform main thread that the render thread has been attached to the taskgraph and is ready to receive tasks
if( TaskGraphBoundSyncEvent != NULL )
{
TaskGraphBoundSyncEvent->Trigger();
}
// set the thread back to real time mode
FPlatformProcess::SetRealTimeMode();
#if STATS
if (FThreadStats::WillEverCollectData())
{
FThreadStats::ExplicitFlush(); // flush the stats and set update the scope so we don't flush again until a frame update, this helps prevent fragmentation
}
#endif
FCoreDelegates::PostRenderingThreadCreated.Broadcast();
check(GIsThreadedRendering);
FTaskGraphInterface::Get().ProcessThreadUntilRequestReturn(RenderThread);
FPlatformMisc::MemoryBarrier();
check(!GIsThreadedRendering);
FCoreDelegates::PreRenderingThreadDestroyed.Broadcast();
#if STATS
if (FThreadStats::WillEverCollectData())
{
FThreadStats::ExplicitFlush(); // Another explicit flush to clean up the ScopeCount established above for any stats lingering since the last frame
}
#endif
ENamedThreads::SetRenderThread(ENamedThreads::GameThread);
ENamedThreads::SetRenderThread_Local(ENamedThreads::GameThread_Local);
FPlatformMisc::MemoryBarrier();
}
/**
* Advances stats for the rendering thread.
*/
static void AdvanceRenderingThreadStats(int64 StatsFrame, int32 MasterDisableChangeTagStartFrame)
{
#if STATS
int64 Frame = StatsFrame;
if (!FThreadStats::IsCollectingData() || MasterDisableChangeTagStartFrame != FThreadStats::MasterDisableChangeTag())
{
Frame = -StatsFrame; // mark this as a bad frame
}
FThreadStats::AddMessage(FStatConstants::AdvanceFrame.GetEncodedName(), EStatOperation::AdvanceFrameEventRenderThread, Frame);
if( IsInActualRenderingThread() )
{
FThreadStats::ExplicitFlush();
}
#endif
}
/**
* Advances stats for the rendering thread. Called from the game thread.
*/
void AdvanceRenderingThreadStatsGT( bool bDiscardCallstack, int64 StatsFrame, int32 MasterDisableChangeTagStartFrame )
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER
(
RenderingThreadTickCommand,
int64, SentStatsFrame, StatsFrame,
int32, SentMasterDisableChangeTagStartFrame, MasterDisableChangeTagStartFrame,
{
AdvanceRenderingThreadStats( SentStatsFrame, SentMasterDisableChangeTagStartFrame );
}
);
if( bDiscardCallstack )
{
// we need to flush the rendering thread here, otherwise it can get behind and then the stats will get behind.
FlushRenderingCommands();
}
}
/** The rendering thread runnable object. */
class FRenderingThread : public FRunnable
{
private:
/** Tracks if we have acquired ownership */
bool bAcquiredThreadOwnership;
public:
/**
* Sync event to make sure that render thread is bound to the task graph before main thread queues work against it.
*/
FEvent* TaskGraphBoundSyncEvent;
FRenderingThread()
{
bAcquiredThreadOwnership = false;
TaskGraphBoundSyncEvent = FPlatformProcess::GetSynchEventFromPool(true);
RHIFlushResources();
}
virtual ~FRenderingThread()
{
FPlatformProcess::ReturnSynchEventToPool(TaskGraphBoundSyncEvent);
TaskGraphBoundSyncEvent = nullptr;
}
// FRunnable interface.
virtual bool Init(void) override
{
GRenderThreadId = FPlatformTLS::GetCurrentThreadId();
// Acquire rendering context ownership on the current thread, unless using an RHI thread, which will be the real owner
if (!IsRunningRHIInSeparateThread())
{
bAcquiredThreadOwnership = true;
RHIAcquireThreadOwnership();
}
return true;
}
virtual void Exit(void) override
{
// Release rendering context ownership on the current thread if we had acquired it
if (bAcquiredThreadOwnership)
{
bAcquiredThreadOwnership = false;
RHIReleaseThreadOwnership();
}
GRenderThreadId = 0;
}
#if PLATFORM_WINDOWS && !PLATFORM_SEH_EXCEPTIONS_DISABLED
static int32 FlushRHILogsAndReportCrash(Windows::LPEXCEPTION_POINTERS ExceptionInfo)
{
if (GDynamicRHI)
{
GDynamicRHI->FlushPendingLogs();
}
return ReportCrash(ExceptionInfo);
}
#endif
virtual uint32 Run(void) override
{
FMemory::SetupTLSCachesOnCurrentThread();
FPlatformProcess::SetupRenderThread();
#if PLATFORM_WINDOWS
if ( !FPlatformMisc::IsDebuggerPresent() || GAlwaysReportCrash )
{
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__try
#endif
{
RenderingThreadMain( TaskGraphBoundSyncEvent );
}
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__except(FlushRHILogsAndReportCrash(GetExceptionInformation()))
{
GRenderingThreadError = GErrorHist;
// Use a memory barrier to ensure that the game thread sees the write to GRenderingThreadError before
// the write to GIsRenderingThreadHealthy.
FPlatformMisc::MemoryBarrier();
GIsRenderingThreadHealthy = false;
}
#endif
}
else
#endif // PLATFORM_WINDOWS
{
RenderingThreadMain( TaskGraphBoundSyncEvent );
}
FMemory::ClearAndDisableTLSCachesOnCurrentThread();
return 0;
}
};
/**
* If the rendering thread is in its idle loop (which ticks rendering tickables
*/
TAtomic<bool> GRunRenderingThreadHeartbeat;
FThreadSafeCounter OutstandingHeartbeats;
/** The rendering thread heartbeat runnable object. */
class FRenderingThreadTickHeartbeat : public FRunnable
{
public:
// FRunnable interface.
virtual bool Init(void)
{
OutstandingHeartbeats.Reset();
return true;
}
virtual void Exit(void)
{
}
virtual void Stop(void)
{
}
virtual uint32 Run(void)
{
while(GRunRenderingThreadHeartbeat.Load(EMemoryOrder::Relaxed))
{
FPlatformProcess::Sleep(1.f/(4.0f * GRenderingThreadMaxIdleTickFrequency));
if (!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed) && OutstandingHeartbeats.GetValue() < 4)
{
OutstandingHeartbeats.Increment();
ENQUEUE_UNIQUE_RENDER_COMMAND(
HeartbeatTickTickables,
{
OutstandingHeartbeats.Decrement();
// make sure that rendering thread tickables get a chance to tick, even if the render thread is starving
if (!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed))
{
TickRenderingTickables();
}
});
}
}
return 0;
}
};
FRunnableThread* GRenderingThreadHeartbeat = NULL;
FRunnable* GRenderingThreadRunnableHeartbeat = NULL;
// not done in the CVar system as we don't access to render thread specifics there
struct FConsoleRenderThreadPropagation : public IConsoleThreadPropagation
{
virtual void OnCVarChange(int32& Dest, int32 NewValue)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
OnCVarChange1,
int32&, Dest, Dest,
int32, NewValue, NewValue,
{
Dest = NewValue;
});
}
virtual void OnCVarChange(float& Dest, float NewValue)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
OnCVarChange2,
float&, Dest, Dest,
float, NewValue, NewValue,
{
Dest = NewValue;
});
}
virtual void OnCVarChange(bool& Dest, bool NewValue)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
OnCVarChange2,
bool&, Dest, Dest,
bool, NewValue, NewValue,
{
Dest = NewValue;
});
}
virtual void OnCVarChange(FString& Dest, const FString& NewValue)
{
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
OnCVarChange3,
FString&, Dest, Dest,
const FString&, NewValue, NewValue,
{
Dest = NewValue;
});
}
static FConsoleRenderThreadPropagation& GetSingleton()
{
static FConsoleRenderThreadPropagation This;
return This;
}
};
static FString BuildRenderingThreadName( uint32 ThreadIndex )
{
return FString::Printf( TEXT( "%s %u" ), *FName( NAME_RenderThread ).GetPlainNameString(), ThreadIndex );
}
class FOwnershipOfRHIThreadTask : public FCustomStatIDGraphTaskBase
{
public:
/**
* Constructor
* @param StatId The stat id for this task.
* @param InDesiredThread; Thread to run on, can be ENamedThreads::AnyThread
**/
FOwnershipOfRHIThreadTask(bool bInAcquireOwnership, TStatId StatId)
: FCustomStatIDGraphTaskBase(StatId)
, bAcquireOwnership(bInAcquireOwnership)
{
}
/**
* Retrieve the thread that this task wants to run on.
* @return the thread that this task should run on.
**/
ENamedThreads::Type GetDesiredThread()
{
return ENamedThreads::RHIThread;
}
static ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
/**
* Actually execute the task.
* @param CurrentThread; the thread we are running on
* @param MyCompletionGraphEvent; my completion event. Not always useful since at the end of DoWork, you can assume you are done and hence further tasks do not need you as a prerequisite.
* However, MyCompletionGraphEvent can be useful for passing to other routines or when it is handy to set up subsequents before you actually do work.
**/
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
// note that this task is the first task run on the thread, before GRHIThread_InternalUseOnly is assigned, so we can't check IsInRHIThread()
if (bAcquireOwnership)
{
GDynamicRHI->RHIAcquireThreadOwnership();
}
else
{
GDynamicRHI->RHIReleaseThreadOwnership();
}
}
private:
bool bAcquireOwnership;
};
void StartRenderingThread()
{
static uint32 ThreadCount = 0;
check(!GIsThreadedRendering && GUseThreadedRendering);
check(!GRHIThread_InternalUseOnly && !GIsRunningRHIInSeparateThread_InternalUseOnly && !GIsRunningRHIInDedicatedThread_InternalUseOnly && !GIsRunningRHIInTaskThread_InternalUseOnly);
if (GUseRHIThread_InternalUseOnly)
{
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
if (!FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RHIThread))
{
FRHIThread::Get().Start();
}
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread"), STAT_WaitForRHIThread, STATGROUP_TaskGraphTasks);
FGraphEventRef CompletionEvent = TGraphTask<FOwnershipOfRHIThreadTask>::CreateTask(NULL, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(true, GET_STATID(STAT_WaitForRHIThread));
QUICK_SCOPE_CYCLE_COUNTER(STAT_StartRenderingThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(CompletionEvent, ENamedThreads::GameThread_Local);
GRHIThread_InternalUseOnly = FRHIThread::Get().Thread;
check(GRHIThread_InternalUseOnly);
GIsRunningRHIInDedicatedThread_InternalUseOnly = true;
GIsRunningRHIInSeparateThread_InternalUseOnly = true;
GRHIThreadId = GRHIThread_InternalUseOnly->GetThreadID();
GRHICommandList.LatchBypass();
}
else if (GUseRHITaskThreads_InternalUseOnly)
{
GIsRunningRHIInSeparateThread_InternalUseOnly = true;
GIsRunningRHIInTaskThread_InternalUseOnly = true;
}
// Turn on the threaded rendering flag.
GIsThreadedRendering = true;
// Create the rendering thread.
GRenderingThreadRunnable = new FRenderingThread();
GRenderingThread = FRunnableThread::Create(GRenderingThreadRunnable, *BuildRenderingThreadName(ThreadCount), 0, FPlatformAffinity::GetRenderingThreadPriority(), FPlatformAffinity::GetRenderingThreadMask());
// Wait for render thread to have taskgraph bound before we dispatch any tasks for it.
((FRenderingThread*)GRenderingThreadRunnable)->TaskGraphBoundSyncEvent->Wait();
// register
IConsoleManager::Get().RegisterThreadPropagation(GRenderingThread->GetThreadID(), &FConsoleRenderThreadPropagation::GetSingleton());
// ensure the thread has actually started and is idling
FRenderCommandFence Fence;
Fence.BeginFence();
Fence.Wait();
GRunRenderingThreadHeartbeat = true;
// Create the rendering thread heartbeat
GRenderingThreadRunnableHeartbeat = new FRenderingThreadTickHeartbeat();
GRenderingThreadHeartbeat = FRunnableThread::Create(GRenderingThreadRunnableHeartbeat, *FString::Printf(TEXT("RTHeartBeat %d"), ThreadCount), 16 * 1024, TPri_AboveNormal, FPlatformAffinity::GetRTHeartBeatMask());
ThreadCount++;
}
void StopRenderingThread()
{
// This function is not thread-safe. Ensure it is only called by the main game thread.
check( IsInGameThread() );
// unregister
IConsoleManager::Get().RegisterThreadPropagation();
// stop the render thread heartbeat first
if (GRunRenderingThreadHeartbeat)
{
GRunRenderingThreadHeartbeat = false;
// Wait for the rendering thread heartbeat to return.
GRenderingThreadHeartbeat->WaitForCompletion();
delete GRenderingThreadHeartbeat;
GRenderingThreadHeartbeat = NULL;
delete GRenderingThreadRunnableHeartbeat;
GRenderingThreadRunnableHeartbeat = NULL;
}
if( GIsThreadedRendering )
{
// Get the list of objects which need to be cleaned up when the rendering thread is done with them.
FPendingCleanupObjects* PendingCleanupObjects = GetPendingCleanupObjects();
// Make sure we're not in the middle of streaming textures.
(*GFlushStreamingFunc)();
// Wait for the rendering thread to finish executing all enqueued commands.
FlushRenderingCommands();
// The rendering thread may have already been stopped during the call to GFlushStreamingFunc or FlushRenderingCommands.
if ( GIsThreadedRendering )
{
if (GRHIThread_InternalUseOnly)
{
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
FGraphEventRef ReleaseTask = TGraphTask<FOwnershipOfRHIThreadTask>::CreateTask(NULL, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(false, GET_STATID(STAT_WaitForRHIThreadFinish));
QUICK_SCOPE_CYCLE_COUNTER(STAT_StopRenderingThread_RHIThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(ReleaseTask, ENamedThreads::GameThread_Local);
GRHIThread_InternalUseOnly = nullptr;
GRHIThreadId = 0;
}
GIsRunningRHIInSeparateThread_InternalUseOnly = false;
GIsRunningRHIInDedicatedThread_InternalUseOnly = false;
GIsRunningRHIInTaskThread_InternalUseOnly = false;
check( GRenderingThread );
check(!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed));
// Turn off the threaded rendering flag.
GIsThreadedRendering = false;
{
FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(NULL, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::GetRenderThread());
// Busy wait while BP debugging, to avoid opportunistic execution of game thread tasks
// If the game thread is already executing tasks, then we have no choice but to spin
if (GIntraFrameDebuggingGameThread || FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread) )
{
while ((QuitTask.GetReference() != nullptr) && !QuitTask->IsComplete())
{
FPlatformProcess::Sleep(0.0f);
}
}
else
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_StopRenderingThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
}
}
// Wait for the rendering thread to return.
GRenderingThread->WaitForCompletion();
// Destroy the rendering thread objects.
delete GRenderingThread;
GRenderingThread = NULL;
GRHICommandList.LatchBypass();
delete GRenderingThreadRunnable;
GRenderingThreadRunnable = NULL;
}
// Delete the pending cleanup objects which were in use by the rendering thread.
delete PendingCleanupObjects;
}
check(!GRHIThread_InternalUseOnly);
}
void CheckRenderingThreadHealth()
{
if(!GIsRenderingThreadHealthy)
{
GErrorHist[0] = 0;
GIsCriticalError = false;
UE_LOG(LogRendererCore, Fatal,TEXT("Rendering thread exception:\r\n%s"),*GRenderingThreadError);
}
if (IsInGameThread())
{
if (!GIsCriticalError)
{
GLog->FlushThreadedLogs();
}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
TGuardValue<TAtomic<bool>, bool> GuardMainThreadBlockedOnRenderThread(GMainThreadBlockedOnRenderThread,true);
#endif
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
FPlatformApplicationMisc::PumpMessages(false);
}
}
bool IsRenderingThreadHealthy()
{
return GIsRenderingThreadHealthy;
}
static FGraphEventRef BundledCompletionEvent;
static FGraphEventRef BundledCompletionEventPrereq; // We fire this when we are done, which queues the actual fence
void StartRenderCommandFenceBundler()
{
if (!GIsThreadedRendering)
{
return;
}
check(IsInGameThread() && !BundledCompletionEvent.GetReference() && !BundledCompletionEventPrereq.GetReference()); // can't use this in a nested fashion
BundledCompletionEventPrereq = FGraphEvent::CreateGraphEvent();
FGraphEventArray Prereqs;
Prereqs.Add(BundledCompletionEventPrereq);
DECLARE_CYCLE_STAT(TEXT("FNullGraphTask.FenceRenderCommandBundled"),
STAT_FNullGraphTask_FenceRenderCommandBundled,
STATGROUP_TaskGraphTasks);
BundledCompletionEvent = TGraphTask<FNullGraphTask>::CreateTask(&Prereqs, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(
GET_STATID(STAT_FNullGraphTask_FenceRenderCommandBundled), ENamedThreads::GetRenderThread());
StartBatchedRelease();
}
void StopRenderCommandFenceBundler()
{
if (!GIsThreadedRendering || !BundledCompletionEvent.GetReference())
{
return;
}
EndBatchedRelease();
check(IsInGameThread() && BundledCompletionEvent.GetReference() && !BundledCompletionEvent->IsComplete() && BundledCompletionEventPrereq.GetReference() && !BundledCompletionEventPrereq->IsComplete()); // can't use this in a nested fashion
TArray<FBaseGraphTask*> NewTasks;
BundledCompletionEventPrereq->DispatchSubsequents(NewTasks);
BundledCompletionEventPrereq = nullptr;
BundledCompletionEvent = nullptr;
}
TAutoConsoleVariable<int32> CVarGTSyncType(
TEXT("r.GTSyncType"),
0,
TEXT("Determines how the game thread syncs with the render thread, RHI thread and GPU.\n")
TEXT("Syncing to the GPU swap chain flip allows for lower frame latency.\n")
TEXT(" 0 - Sync the game thread with the render thread (default).\n")
TEXT(" 1 - Sync the game thread with the RHI thread.\n")
TEXT(" 2 - Sync the game thread with the GPU swap chain flip (only on supported platforms).\n"),
ECVF_Default);
struct FRHISyncFrameCommand final : public FRHICommand<FRHISyncFrameCommand>
{
FGraphEventRef GraphEvent;
int32 GTSyncType;
FORCEINLINE_DEBUGGABLE FRHISyncFrameCommand(FGraphEventRef InGraphEvent, int32 InGTSyncType)
: GraphEvent(InGraphEvent)
, GTSyncType(InGTSyncType)
{}
void Execute(FRHICommandListBase& CmdList)
{
if (GTSyncType == 1)
{
// Sync the Game Thread with the RHI Thread
// "Complete" the graph event
TArray<FBaseGraphTask*> Subsequents;
GraphEvent->DispatchSubsequents(Subsequents);
}
else
{
// This command runs *after* a present has happened, so the counter has already been incremented.
// Subtracting 1 gives us the index of the frame that has *just* been presented.
RHICompleteGraphEventOnFlip(GRHIPresentCounter - 1, GraphEvent);
}
}
};
void FRenderCommandFence::BeginFence(bool bSyncToRHIAndGPU)
{
if (!GIsThreadedRendering)
{
return;
}
else
{
if (BundledCompletionEvent.GetReference() && IsInGameThread())
{
CompletionEvent = BundledCompletionEvent;
return;
}
int32 GTSyncType = CVarGTSyncType.GetValueOnAnyThread();
if (bSyncToRHIAndGPU)
{
// Don't sync to the RHI and GPU if GtSyncType is disabled, or we're not vsyncing
//@TODO: do this logic in the caller?
static auto CVarVsync = IConsoleManager::Get().FindConsoleVariable(TEXT("r.VSync"));
check(CVarVsync != nullptr);
if ( GTSyncType == 0 || CVarVsync->GetInt() == 0 )
{
bSyncToRHIAndGPU = false;
}
}
if (bSyncToRHIAndGPU)
{
// Create a task graph event which we can pass to the render or RHI threads.
CompletionEvent = FGraphEvent::CreateGraphEvent();
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
FSyncFrameCommand,
FGraphEventRef, CompletionEvent, CompletionEvent,
int32, GTSyncType, GTSyncType,
{
if (GRHIThread_InternalUseOnly)
{
new (RHICmdList.AllocCommand<FRHISyncFrameCommand>()) FRHISyncFrameCommand(CompletionEvent, GTSyncType);
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
}
else
{
FRHISyncFrameCommand Command(CompletionEvent, GTSyncType);
Command.Execute(RHICmdList);
}
});
}
else
{
// Sync Game Thread with Render Thread only
DECLARE_CYCLE_STAT(TEXT("FNullGraphTask.FenceRenderCommand"),
STAT_FNullGraphTask_FenceRenderCommand,
STATGROUP_TaskGraphTasks);
CompletionEvent = TGraphTask<FNullGraphTask>::CreateTask(NULL, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(
GET_STATID(STAT_FNullGraphTask_FenceRenderCommand), ENamedThreads::GetRenderThread());
}
}
}
bool FRenderCommandFence::IsFenceComplete() const
{
if (!GIsThreadedRendering)
{
return true;
}
check(IsInGameThread() || IsInAsyncLoadingThread());
CheckRenderingThreadHealth();
if (!CompletionEvent.GetReference() || CompletionEvent->IsComplete())
{
CompletionEvent = NULL; // this frees the handle for other uses, the NULL state is considered completed
return true;
}
return false;
}
/** How many cycles the gamethread used (excluding idle time). It's set once per frame in FViewport::Draw. */
uint32 GGameThreadTime = 0;
/** How many cycles it took to swap buffers to present the frame. */
uint32 GSwapBufferTime = 0;
static int32 GTimeToBlockOnRenderFence = 1;
static FAutoConsoleVariableRef CVarTimeToBlockOnRenderFence(
TEXT("g.TimeToBlockOnRenderFence"),
GTimeToBlockOnRenderFence,
TEXT("Number of milliseconds the game thread should block when waiting on a render thread fence.")
);
static int32 GTimeoutForBlockOnRenderFence = 30000;
static FAutoConsoleVariableRef CVarTimeoutForBlockOnRenderFence(
TEXT("g.TimeoutForBlockOnRenderFence"),
GTimeoutForBlockOnRenderFence,
TEXT("Number of milliseconds the game thread should wait before failing when waiting on a render thread fence.")
);
/**
* Block the game thread waiting for a task to finish on the rendering thread.
*/
static void GameThreadWaitForTask(const FGraphEventRef& Task, bool bEmptyGameThreadTasks = false)
{
SCOPE_TIME_GUARD(TEXT("GameThreadWaitForTask"));
check(IsInGameThread());
check(IsValidRef(Task));
if (!Task->IsComplete())
{
SCOPE_CYCLE_COUNTER(STAT_GameIdleTime);
{
static int32 NumRecursiveCalls = 0;
// Check for recursion. It's not completely safe but because we pump messages while
// blocked it is expected.
NumRecursiveCalls++;
if (NumRecursiveCalls > 1)
{
if(GIsAutomationTesting)
{
// temp test to log callstacks for this being triggered during automation tests
ensureMsgf(false, TEXT("FlushRenderingCommands called recursively! %d calls on the stack."));
}
UE_LOG(LogRendererCore,Warning,TEXT("FlushRenderingCommands called recursively! %d calls on the stack."), NumRecursiveCalls);
}
if (NumRecursiveCalls > 1 || FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread))
{
bEmptyGameThreadTasks = false; // we don't do this on recursive calls or if we are at a blueprint breakpoint
}
// Grab an event from the pool and fire off a task to trigger it.
FEvent* Event = FPlatformProcess::GetSynchEventFromPool();
FTaskGraphInterface::Get().TriggerEventWhenTaskCompletes(Event, Task, ENamedThreads::GameThread);
// Check rendering thread health needs to be called from time to
// time in order to pump messages, otherwise the RHI may block
// on vsync causing a deadlock. Also we should make sure the
// rendering thread hasn't crashed :)
bool bDone;
uint32 WaitTime = FMath::Clamp<uint32>(GTimeToBlockOnRenderFence, 0, 33);
const double StartTime = FPlatformTime::Seconds();
const double EndTime = StartTime + (GTimeoutForBlockOnRenderFence / 1000.0);
bool bRenderThreadEnsured = FDebug::IsEnsuring();
static bool bDisabled = FParse::Param(FCommandLine::Get(), TEXT("nothreadtimeout"));
do
{
CheckRenderingThreadHealth();
if (bEmptyGameThreadTasks)
{
// process gamethread tasks if there are any
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
}
bDone = Event->Wait(WaitTime);
bool IsGpuAlive = true;
const bool bOverdue = FPlatformTime::Seconds() >= EndTime && FThreadHeartBeat::Get().IsBeating();
if (bOverdue)
{
if (GDynamicRHI)
{
IsGpuAlive = GDynamicRHI->CheckGpuHeartbeat();
}
}
if (!IsGpuAlive)
{
UE_LOG(LogRendererCore, Fatal, TEXT("GPU has hung or crashed!"));
}
// track whether the thread ensured, if so don't do timeout checks
bRenderThreadEnsured |= FDebug::IsEnsuring();
#if !WITH_EDITOR
#if !PLATFORM_IOS // @todo MetalMRT: Timeout isn't long enough...
// editor threads can block for quite a while...
if (!bDone && !bRenderThreadEnsured && !FPlatformMisc::IsDebuggerPresent())
{
if (bOverdue && !bDisabled)
{
UE_LOG(LogRendererCore, Fatal, TEXT("GameThread timed out waiting for RenderThread after %.02f secs"), FPlatformTime::Seconds() - StartTime);
}
}
#endif
#endif
}
while (!bDone);
// Return the event to the pool and decrement the recursion counter.
FPlatformProcess::ReturnSynchEventToPool(Event);
Event = nullptr;
NumRecursiveCalls--;
}
}
}
/**
* Waits for pending fence commands to retire.
*/
void FRenderCommandFence::Wait(bool bProcessGameThreadTasks) const
{
if (!IsFenceComplete())
{
StopRenderCommandFenceBundler();
#if 0
// on most platforms this is a better solution because it doesn't spin
// windows needs to pump messages
if (bProcessGameThreadTasks)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FRenderCommandFence_Wait);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(CompletionEvent, ENamedThreads::GameThread);
}
#endif
GameThreadWaitForTask(CompletionEvent, bProcessGameThreadTasks);
}
}
/**
* List of tasks that must be completed before we start a render frame
* Note, normally, you don't need the render command themselves in this list workers that queue render commands are usually sufficient
*/
static FCompletionList FrameRenderPrerequisites;
/**
* Adds a task that must be completed either before the next scene draw or a flush rendering commands
* Note, normally, you don't need the render command themselves in this list workers that queue render commands are usually sufficient
* @param TaskToAdd, task to add as a pending render thread task
*/
void AddFrameRenderPrerequisite(const FGraphEventRef& TaskToAdd)
{
FrameRenderPrerequisites.Add(TaskToAdd);
}
/**
* Gather the frame render prerequisites and make sure all render commands are at least queued
*/
void AdvanceFrameRenderPrerequisite()
{
checkSlow(IsInGameThread());
FGraphEventRef PendingComplete = FrameRenderPrerequisites.CreatePrerequisiteCompletionHandle(ENamedThreads::GameThread);
if (PendingComplete.GetReference())
{
GameThreadWaitForTask(PendingComplete);
}
}
/**
* Waits for the rendering thread to finish executing all pending rendering commands. Should only be used from the game thread.
*/
void FlushRenderingCommands(bool bFlushDeferredDeletes)
{
if (!GIsRHIInitialized)
{
return;
}
ENQUEUE_RENDER_COMMAND(FlushPendingDeleteRHIResourcesCmd)(
[bFlushDeferredDeletes](FRHICommandList&)
{
GRHICommandList.GetImmediateCommandList().ImmediateFlush(
bFlushDeferredDeletes ?
EImmediateFlushType::FlushRHIThreadFlushResourcesFlushDeferredDeletes :
EImmediateFlushType::FlushRHIThreadFlushResources);
});
AdvanceFrameRenderPrerequisite();
// Find the objects which may be cleaned up once the rendering thread command queue has been flushed.
FPendingCleanupObjects* PendingCleanupObjects = GetPendingCleanupObjects();
// Issue a fence command to the rendering thread and wait for it to complete.
FRenderCommandFence Fence;
Fence.BeginFence();
Fence.Wait();
// Delete the objects which were enqueued for deferred cleanup before the command queue flush.
delete PendingCleanupObjects;
}
void FlushPendingDeleteRHIResources_GameThread()
{
if (!IsRunningRHIInSeparateThread())
{
ENQUEUE_UNIQUE_RENDER_COMMAND(
FlushPendingDeleteRHIResources,
{
FlushPendingDeleteRHIResources_RenderThread();
}
);
}
}
void FlushPendingDeleteRHIResources_RenderThread()
{
if (!IsRunningRHIInSeparateThread())
{
FRHIResource::FlushPendingDeletes();
}
}
FRHICommandListImmediate& GetImmediateCommandList_ForRenderCommand()
{
return FRHICommandListExecutor::GetImmediateCommandList();
}
#if WITH_EDITOR || IS_PROGRAM
// mainly concerned about the cooker here, but anyway, the editor can run without a frame for a very long time (hours) and we do not have enough lock free links.
/** The set of deferred cleanup objects which are pending cleanup. */
TArray<FDeferredCleanupInterface*> PendingCleanupObjectsList;
FCriticalSection PendingCleanupObjectsListLock;
FPendingCleanupObjects::FPendingCleanupObjects()
{
check(IsInGameThread());
{
FScopeLock Lock(&PendingCleanupObjectsListLock);
Exchange(CleanupArray, PendingCleanupObjectsList);
}
}
FPendingCleanupObjects::~FPendingCleanupObjects()
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FPendingCleanupObjects_Destruct);
for (int32 ObjectIndex = 0; ObjectIndex < CleanupArray.Num(); ObjectIndex++)
{
CleanupArray[ObjectIndex]->FinishCleanup();
}
}
void BeginCleanup(FDeferredCleanupInterface* CleanupObject)
{
{
FScopeLock Lock(&PendingCleanupObjectsListLock);
PendingCleanupObjectsList.Add(CleanupObject);
}
}
#else
/** The set of deferred cleanup objects which are pending cleanup. */
static TLockFreePointerListUnordered<FDeferredCleanupInterface, PLATFORM_CACHE_LINE_SIZE> PendingCleanupObjectsList;
FPendingCleanupObjects::FPendingCleanupObjects()
{
check(IsInGameThread());
PendingCleanupObjectsList.PopAll(CleanupArray);
}
FPendingCleanupObjects::~FPendingCleanupObjects()
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FPendingCleanupObjects_Destruct);
for (int32 ObjectIndex = 0; ObjectIndex < CleanupArray.Num(); ObjectIndex++)
{
CleanupArray[ObjectIndex]->FinishCleanup();
}
}
void BeginCleanup(FDeferredCleanupInterface* CleanupObject)
{
PendingCleanupObjectsList.Push(CleanupObject);
}
#endif
FPendingCleanupObjects* GetPendingCleanupObjects()
{
return new FPendingCleanupObjects;
}
void SetRHIThreadEnabled(bool bEnableDedicatedThread, bool bEnableRHIOnTaskThreads)
{
if (bEnableDedicatedThread != GUseRHIThread_InternalUseOnly || bEnableRHIOnTaskThreads != GUseRHITaskThreads_InternalUseOnly)
{
if ((bEnableRHIOnTaskThreads || bEnableDedicatedThread) && !GIsThreadedRendering)
{
check(!IsRunningRHIInSeparateThread());
UE_LOG(LogConsoleResponse, Display, TEXT("Can't switch to RHI thread mode when we are not running a multithreaded renderer."));
}
else
{
StopRenderingThread();
if (bEnableRHIOnTaskThreads)
{
GUseRHIThread_InternalUseOnly = false;
GUseRHITaskThreads_InternalUseOnly = true;
}
else if (bEnableDedicatedThread)
{
GUseRHIThread_InternalUseOnly = true;
GUseRHITaskThreads_InternalUseOnly = false;
}
else
{
GUseRHIThread_InternalUseOnly = false;
GUseRHITaskThreads_InternalUseOnly = false;
}
StartRenderingThread();
}
}
if (IsRunningRHIInSeparateThread())
{
if (IsRunningRHIInDedicatedThread())
{
UE_LOG(LogConsoleResponse, Display, TEXT("RHIThread is now running on a dedicated thread."));
}
else
{
check(IsRunningRHIInTaskThread());
UE_LOG(LogConsoleResponse, Display, TEXT("RHIThread is now running on task threads."));
}
}
else
{
check(!IsRunningRHIInTaskThread() && !IsRunningRHIInDedicatedThread());
UE_LOG(LogConsoleResponse, Display, TEXT("RHIThread is disabled."));
}
}
static void HandleRHIThreadEnableChanged(const TArray<FString>& Args)
{
if (Args.Num() > 0)
{
const int32 UseRHIThread = FCString::Atoi(*Args[0]);
SetRHIThreadEnabled(UseRHIThread == 1, UseRHIThread == 2);
}
else
{
UE_LOG(LogConsoleResponse, Display, TEXT("Usage: r.RHIThread.Enable 0=off, 1=dedicated thread, 2=task threads; Currently %d"), IsRunningRHIInSeparateThread() ? (IsRunningRHIInDedicatedThread() ? 1 : 2) : 0);
}
}
static FAutoConsoleCommand CVarRHIThreadEnable(
TEXT("r.RHIThread.Enable"),
TEXT("Enables/disabled the RHI Thread and determine if the RHI work runs on a dedicated thread or not.\n"),
FConsoleCommandWithArgsDelegate::CreateStatic(&HandleRHIThreadEnableChanged)
);