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* Visualize texture system starts out in an inactive state until a command is issued, avoiding overhead of tracking views and scene textures, saving 1.4% on the render thread. * Visualization overhead eliminated for views besides the one currently being visualized. * Support for visualization of textures from scene captures, via "view=N" option (specifying the unique ID of the view), with "view=?" displaying a list of views for reference. * Improved visualization for cube maps. PIP uses 2:1 aspect for the longitudinal render to match resource viewer display, and pixel perfect option shows tiled flat cube map faces (actual pixels) rather than running a projection. * Padding for scene or screen pass textures is removed in the visualization -- the padding otherwise shows up as garbage or blank space. To remove scene texture padding, it's necessary to add a field to RDG textures to provide an option to track the viewport sizes that were rendered for a given texture. If not set, the assumption is the whole texture was rendered. The field is set for FSceneTextures and FScreenPassTexture, covering the vast majority of cases, plus the denoiser was spot fixed -- worst case if any other cases are missed, you still see the padding. You can tell padding was present when visualizing by contrasting the texture size with the viewport size. Padding was always a potential issue for the visualizer, but is exacerbated by scene captures, as the padded scene textures are set to a size that's a union of the main view and any scene captures. Padding is also exacerbated by dynamic resolution scaling, as the buffers will be padded to the maximum resolution. For example, a cube map rendering at 512x512 will have 93% of the pixel area as padding if the front buffer is at 1440p, or the default dynamic resolution setup will have 70% of the pixels as padding at minimum res. #rb Jason.Nadro [CL 31160232 by jason hoerner in ue5-main branch]
4606 lines
139 KiB
C++
4606 lines
139 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "RenderGraphBuilder.h"
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#include "RenderGraphPrivate.h"
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#include "RenderGraphTrace.h"
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#include "RenderGraphUtils.h"
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#include "RenderTargetPool.h"
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#include "RenderGraphResourcePool.h"
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#include "VisualizeTexture.h"
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#include "ProfilingDebugging/CsvProfiler.h"
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#include "Async/ParallelFor.h"
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#if ENABLE_RHI_VALIDATION
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inline void GatherPassUAVsForOverlapValidation(const FRDGPass* Pass, TArray<FRHIUnorderedAccessView*, TInlineAllocator<MaxSimultaneousUAVs, FRDGArrayAllocator>>& OutUAVs)
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{
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// RHI validation tracking of Begin/EndUAVOverlaps happens on the underlying resource, so we need to be careful about not
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// passing multiple UAVs that refer to the same resource, otherwise we get double-Begin and double-End validation errors.
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// Filter UAVs to only those with unique parent resources.
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TArray<FRDGViewableResource*, TInlineAllocator<MaxSimultaneousUAVs, FRDGArrayAllocator>> UniqueParents;
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Pass->GetParameters().Enumerate([&](FRDGParameter Parameter)
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{
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if (Parameter.IsUAV())
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{
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if (FRDGUnorderedAccessViewRef UAV = Parameter.GetAsUAV())
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{
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FRDGViewableResource* Parent = UAV->GetParent();
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// Check if we've already seen this parent.
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bool bFound = false;
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for (int32 Index = 0; !bFound && Index < UniqueParents.Num(); ++Index)
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{
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bFound = UniqueParents[Index] == Parent;
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}
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if (!bFound)
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{
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UniqueParents.Add(Parent);
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OutUAVs.Add(UAV->GetRHI());
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}
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}
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}
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});
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}
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#endif
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struct FParallelPassSet : public FRHICommandListImmediate::FQueuedCommandList
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{
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FParallelPassSet() = default;
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TArray<FRDGPass*, FRDGArrayAllocator> Passes;
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bool bDispatchAfterExecute = false;
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};
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inline void BeginUAVOverlap(const FRDGPass* Pass, FRHIComputeCommandList& RHICmdList)
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{
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#if ENABLE_RHI_VALIDATION
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if (GRHIValidationEnabled)
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{
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TArray<FRHIUnorderedAccessView*, TInlineAllocator<MaxSimultaneousUAVs, FRDGArrayAllocator>> UAVs;
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GatherPassUAVsForOverlapValidation(Pass, UAVs);
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if (UAVs.Num())
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{
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RHICmdList.BeginUAVOverlap(UAVs);
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}
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}
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#endif
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}
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inline void EndUAVOverlap(const FRDGPass* Pass, FRHIComputeCommandList& RHICmdList)
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{
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#if ENABLE_RHI_VALIDATION
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if (GRHIValidationEnabled)
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{
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TArray<FRHIUnorderedAccessView*, TInlineAllocator<MaxSimultaneousUAVs, FRDGArrayAllocator>> UAVs;
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GatherPassUAVsForOverlapValidation(Pass, UAVs);
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if (UAVs.Num())
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{
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RHICmdList.EndUAVOverlap(UAVs);
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}
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}
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#endif
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}
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inline ERHIAccess MakeValidAccess(ERHIAccess AccessOld, ERHIAccess AccessNew)
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{
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const ERHIAccess AccessUnion = AccessOld | AccessNew;
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const ERHIAccess NonMergeableAccessMask = ~GRHIMergeableAccessMask;
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// Return the union of new and old if they are okay to merge.
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if (!EnumHasAnyFlags(AccessUnion, NonMergeableAccessMask))
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{
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return IsWritableAccess(AccessUnion) ? (AccessUnion & ~ERHIAccess::ReadOnlyExclusiveMask) : AccessUnion;
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}
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// Keep the old one if it can't be merged.
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if (EnumHasAnyFlags(AccessOld, NonMergeableAccessMask))
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{
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return AccessOld;
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}
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// Replace with the new one if it can't be merged.
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return AccessNew;
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}
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inline void GetPassAccess(ERDGPassFlags PassFlags, ERHIAccess& SRVAccess, ERHIAccess& UAVAccess)
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{
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SRVAccess = ERHIAccess::Unknown;
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UAVAccess = ERHIAccess::Unknown;
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if (EnumHasAnyFlags(PassFlags, ERDGPassFlags::Raster))
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{
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SRVAccess |= ERHIAccess::SRVGraphics;
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UAVAccess |= ERHIAccess::UAVGraphics;
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}
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if (EnumHasAnyFlags(PassFlags, ERDGPassFlags::AsyncCompute | ERDGPassFlags::Compute))
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{
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SRVAccess |= ERHIAccess::SRVCompute;
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UAVAccess |= ERHIAccess::UAVCompute;
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}
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if (EnumHasAnyFlags(PassFlags, ERDGPassFlags::Copy))
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{
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SRVAccess |= ERHIAccess::CopySrc;
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}
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}
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enum class ERDGTextureAccessFlags
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{
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None = 0,
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// Access is within the fixed-function render pass.
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RenderTarget = 1 << 0
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};
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ENUM_CLASS_FLAGS(ERDGTextureAccessFlags);
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/** Enumerates all texture accesses and provides the access and subresource range info. This results in
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* multiple invocations of the same resource, but with different access / subresource range.
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*/
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template <typename TAccessFunction>
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void EnumerateTextureAccess(FRDGParameterStruct PassParameters, ERDGPassFlags PassFlags, TAccessFunction AccessFunction)
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{
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const ERDGTextureAccessFlags NoneFlags = ERDGTextureAccessFlags::None;
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ERHIAccess SRVAccess, UAVAccess;
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GetPassAccess(PassFlags, SRVAccess, UAVAccess);
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PassParameters.EnumerateTextures([&](FRDGParameter Parameter)
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{
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switch (Parameter.GetType())
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{
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case UBMT_RDG_TEXTURE:
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if (FRDGTextureRef Texture = Parameter.GetAsTexture())
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{
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AccessFunction(nullptr, Texture, SRVAccess, NoneFlags, Texture->GetSubresourceRangeSRV());
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}
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break;
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case UBMT_RDG_TEXTURE_ACCESS:
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{
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if (FRDGTextureAccess TextureAccess = Parameter.GetAsTextureAccess())
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{
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AccessFunction(nullptr, TextureAccess.GetTexture(), TextureAccess.GetAccess(), NoneFlags, TextureAccess->GetSubresourceRange());
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}
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}
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break;
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case UBMT_RDG_TEXTURE_ACCESS_ARRAY:
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{
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const FRDGTextureAccessArray& TextureAccessArray = Parameter.GetAsTextureAccessArray();
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for (FRDGTextureAccess TextureAccess : TextureAccessArray)
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{
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AccessFunction(nullptr, TextureAccess.GetTexture(), TextureAccess.GetAccess(), NoneFlags, TextureAccess->GetSubresourceRange());
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}
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}
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break;
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case UBMT_RDG_TEXTURE_SRV:
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if (FRDGTextureSRVRef SRV = Parameter.GetAsTextureSRV())
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{
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AccessFunction(SRV, SRV->GetParent(), SRVAccess, NoneFlags, SRV->GetSubresourceRange());
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}
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break;
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case UBMT_RDG_TEXTURE_UAV:
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if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
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{
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AccessFunction(UAV, UAV->GetParent(), UAVAccess, NoneFlags, UAV->GetSubresourceRange());
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}
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break;
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case UBMT_RENDER_TARGET_BINDING_SLOTS:
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{
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const ERDGTextureAccessFlags RenderTargetAccess = ERDGTextureAccessFlags::RenderTarget;
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const ERHIAccess RTVAccess = ERHIAccess::RTV;
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const FRenderTargetBindingSlots& RenderTargets = Parameter.GetAsRenderTargetBindingSlots();
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RenderTargets.Enumerate([&](FRenderTargetBinding RenderTarget)
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{
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FRDGTextureRef Texture = RenderTarget.GetTexture();
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FRDGTextureRef ResolveTexture = RenderTarget.GetResolveTexture();
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FRDGTextureSubresourceRange Range(Texture->GetSubresourceRange());
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Range.MipIndex = RenderTarget.GetMipIndex();
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Range.NumMips = 1;
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if (RenderTarget.GetArraySlice() != -1)
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{
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Range.ArraySlice = RenderTarget.GetArraySlice();
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Range.NumArraySlices = 1;
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}
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AccessFunction(nullptr, Texture, RTVAccess, RenderTargetAccess, Range);
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if (ResolveTexture && ResolveTexture != Texture)
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{
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// Resolve targets must use the RTV|ResolveDst flag combination when the resolve is performed through the render
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// pass. The ResolveDst flag must be used alone only when the resolve is performed using RHICopyToResolveTarget.
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AccessFunction(nullptr, ResolveTexture, ERHIAccess::RTV | ERHIAccess::ResolveDst, RenderTargetAccess, Range);
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}
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});
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const FDepthStencilBinding& DepthStencil = RenderTargets.DepthStencil;
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if (FRDGTextureRef Texture = DepthStencil.GetTexture())
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{
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DepthStencil.GetDepthStencilAccess().EnumerateSubresources([&](ERHIAccess NewAccess, uint32 PlaneSlice)
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{
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FRDGTextureSubresourceRange Range = Texture->GetSubresourceRange();
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// Adjust the range to use a single plane slice if not using of them all.
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if (PlaneSlice != FRHITransitionInfo::kAllSubresources)
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{
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Range.PlaneSlice = PlaneSlice;
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Range.NumPlaneSlices = 1;
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}
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AccessFunction(nullptr, Texture, NewAccess, RenderTargetAccess, Range);
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});
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}
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if (FRDGTextureRef Texture = RenderTargets.ShadingRateTexture)
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{
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AccessFunction(nullptr, Texture, ERHIAccess::ShadingRateSource, RenderTargetAccess, Texture->GetSubresourceRangeSRV());
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}
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}
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break;
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}
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});
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}
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/** Enumerates all buffer accesses and provides the access info. */
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template <typename TAccessFunction>
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void EnumerateBufferAccess(FRDGParameterStruct PassParameters, ERDGPassFlags PassFlags, TAccessFunction AccessFunction)
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{
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ERHIAccess SRVAccess, UAVAccess;
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GetPassAccess(PassFlags, SRVAccess, UAVAccess);
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PassParameters.EnumerateBuffers([&](FRDGParameter Parameter)
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{
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switch (Parameter.GetType())
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{
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case UBMT_RDG_BUFFER_ACCESS:
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if (FRDGBufferAccess BufferAccess = Parameter.GetAsBufferAccess())
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{
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AccessFunction(nullptr, BufferAccess.GetBuffer(), BufferAccess.GetAccess());
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}
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break;
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case UBMT_RDG_BUFFER_ACCESS_ARRAY:
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{
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const FRDGBufferAccessArray& BufferAccessArray = Parameter.GetAsBufferAccessArray();
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for (FRDGBufferAccess BufferAccess : BufferAccessArray)
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{
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AccessFunction(nullptr, BufferAccess.GetBuffer(), BufferAccess.GetAccess());
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}
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}
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break;
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case UBMT_RDG_BUFFER_SRV:
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if (FRDGBufferSRVRef SRV = Parameter.GetAsBufferSRV())
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{
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FRDGBufferRef Buffer = SRV->GetParent();
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ERHIAccess BufferAccess = SRVAccess;
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if (EnumHasAnyFlags(Buffer->Desc.Usage, BUF_AccelerationStructure))
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{
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BufferAccess = ERHIAccess::BVHRead | ERHIAccess::SRVMask;
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}
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AccessFunction(SRV, Buffer, BufferAccess);
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}
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break;
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case UBMT_RDG_BUFFER_UAV:
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if (FRDGBufferUAVRef UAV = Parameter.GetAsBufferUAV())
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{
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AccessFunction(UAV, UAV->GetParent(), UAVAccess);
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}
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break;
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}
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});
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}
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inline FRDGViewHandle GetHandleIfNoUAVBarrier(FRDGViewRef Resource)
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{
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if (Resource && (Resource->Type == ERDGViewType::BufferUAV || Resource->Type == ERDGViewType::TextureUAV))
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{
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if (EnumHasAnyFlags(static_cast<FRDGUnorderedAccessViewRef>(Resource)->Flags, ERDGUnorderedAccessViewFlags::SkipBarrier))
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{
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return Resource->GetHandle();
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}
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}
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return FRDGViewHandle::Null;
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}
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inline EResourceTransitionFlags GetTextureViewTransitionFlags(FRDGViewRef Resource, FRDGTextureRef Texture)
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{
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if (Resource)
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{
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switch (Resource->Type)
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{
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case ERDGViewType::TextureUAV:
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{
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FRDGTextureUAVRef UAV = static_cast<FRDGTextureUAVRef>(Resource);
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if (UAV->Desc.MetaData != ERDGTextureMetaDataAccess::None)
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{
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return EResourceTransitionFlags::MaintainCompression;
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}
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}
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break;
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case ERDGViewType::TextureSRV:
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{
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FRDGTextureSRVRef SRV = static_cast<FRDGTextureSRVRef>(Resource);
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if (SRV->Desc.MetaData != ERDGTextureMetaDataAccess::None)
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{
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return EResourceTransitionFlags::MaintainCompression;
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}
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}
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break;
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}
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}
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else
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{
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if (EnumHasAnyFlags(Texture->Flags, ERDGTextureFlags::MaintainCompression))
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{
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return EResourceTransitionFlags::MaintainCompression;
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}
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}
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return EResourceTransitionFlags::None;
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}
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void FRDGBuilder::SetFlushResourcesRHI()
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{
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if (GRHINeedsExtraDeletionLatency || !GRHICommandList.Bypass())
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{
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checkf(!bFlushResourcesRHI, TEXT("SetFlushRHIResources has been already been called. It may only be called once."));
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bFlushResourcesRHI = true;
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if (IsImmediateMode())
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{
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BeginFlushResourcesRHI();
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EndFlushResourcesRHI();
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}
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}
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}
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void FRDGBuilder::BeginFlushResourcesRHI()
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{
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if (!bFlushResourcesRHI)
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{
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return;
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}
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CSV_SCOPED_TIMING_STAT_EXCLUSIVE(STAT_RDG_FlushResourcesRHI);
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SCOPED_NAMED_EVENT(BeginFlushResourcesRHI, FColor::Emerald);
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RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
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}
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void FRDGBuilder::EndFlushResourcesRHI()
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{
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if (!bFlushResourcesRHI)
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{
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return;
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}
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CSV_SCOPED_TIMING_STAT_EXCLUSIVE(STAT_RDG_FlushResourcesRHI);
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CSV_SCOPED_SET_WAIT_STAT(FlushResourcesRHI);
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SCOPED_NAMED_EVENT(EndFlushResourcesRHI, FColor::Emerald);
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RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThreadFlushResources);
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PipelineStateCache::FlushResources();
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}
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void FRDGBuilder::TickPoolElements()
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{
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GRenderGraphResourcePool.TickPoolElements();
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#if RDG_ENABLE_DEBUG
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if (GRDGTransitionLog > 0)
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{
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--GRDGTransitionLog;
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}
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#endif
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#if RDG_STATS
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CSV_CUSTOM_STAT(RDGCount, Passes, GRDGStatPassCount, ECsvCustomStatOp::Set);
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CSV_CUSTOM_STAT(RDGCount, Buffers, GRDGStatBufferCount, ECsvCustomStatOp::Set);
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CSV_CUSTOM_STAT(RDGCount, Textures, GRDGStatTextureCount, ECsvCustomStatOp::Set);
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TRACE_COUNTER_SET(COUNTER_RDG_PassCount, GRDGStatPassCount);
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TRACE_COUNTER_SET(COUNTER_RDG_PassCullCount, GRDGStatPassCullCount);
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TRACE_COUNTER_SET(COUNTER_RDG_RenderPassMergeCount, GRDGStatRenderPassMergeCount);
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TRACE_COUNTER_SET(COUNTER_RDG_PassDependencyCount, GRDGStatPassDependencyCount);
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TRACE_COUNTER_SET(COUNTER_RDG_TextureCount, GRDGStatTextureCount);
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TRACE_COUNTER_SET(COUNTER_RDG_TextureReferenceCount, GRDGStatTextureReferenceCount);
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TRACE_COUNTER_SET(COUNTER_RDG_TextureReferenceAverage, (float)(GRDGStatTextureReferenceCount / FMath::Max((float)GRDGStatTextureCount, 1.0f)));
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TRACE_COUNTER_SET(COUNTER_RDG_BufferCount, GRDGStatBufferCount);
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TRACE_COUNTER_SET(COUNTER_RDG_BufferReferenceCount, GRDGStatBufferReferenceCount);
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TRACE_COUNTER_SET(COUNTER_RDG_BufferReferenceAverage, (float)(GRDGStatBufferReferenceCount / FMath::Max((float)GRDGStatBufferCount, 1.0f)));
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TRACE_COUNTER_SET(COUNTER_RDG_ViewCount, GRDGStatViewCount);
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TRACE_COUNTER_SET(COUNTER_RDG_TransientTextureCount, GRDGStatTransientTextureCount);
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TRACE_COUNTER_SET(COUNTER_RDG_TransientBufferCount, GRDGStatTransientBufferCount);
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TRACE_COUNTER_SET(COUNTER_RDG_TransitionCount, GRDGStatTransitionCount);
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TRACE_COUNTER_SET(COUNTER_RDG_AliasingCount, GRDGStatAliasingCount);
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TRACE_COUNTER_SET(COUNTER_RDG_TransitionBatchCount, GRDGStatTransitionBatchCount);
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TRACE_COUNTER_SET(COUNTER_RDG_MemoryWatermark, int64(GRDGStatMemoryWatermark));
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SET_DWORD_STAT(STAT_RDG_PassCount, GRDGStatPassCount);
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SET_DWORD_STAT(STAT_RDG_PassCullCount, GRDGStatPassCullCount);
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SET_DWORD_STAT(STAT_RDG_RenderPassMergeCount, GRDGStatRenderPassMergeCount);
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SET_DWORD_STAT(STAT_RDG_PassDependencyCount, GRDGStatPassDependencyCount);
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SET_DWORD_STAT(STAT_RDG_TextureCount, GRDGStatTextureCount);
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SET_DWORD_STAT(STAT_RDG_TextureReferenceCount, GRDGStatTextureReferenceCount);
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SET_FLOAT_STAT(STAT_RDG_TextureReferenceAverage, (float)(GRDGStatTextureReferenceCount / FMath::Max((float)GRDGStatTextureCount, 1.0f)));
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SET_DWORD_STAT(STAT_RDG_BufferCount, GRDGStatBufferCount);
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SET_DWORD_STAT(STAT_RDG_BufferReferenceCount, GRDGStatBufferReferenceCount);
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SET_FLOAT_STAT(STAT_RDG_BufferReferenceAverage, (float)(GRDGStatBufferReferenceCount / FMath::Max((float)GRDGStatBufferCount, 1.0f)));
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SET_DWORD_STAT(STAT_RDG_ViewCount, GRDGStatViewCount);
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SET_DWORD_STAT(STAT_RDG_TransientTextureCount, GRDGStatTransientTextureCount);
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SET_DWORD_STAT(STAT_RDG_TransientBufferCount, GRDGStatTransientBufferCount);
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SET_DWORD_STAT(STAT_RDG_TransitionCount, GRDGStatTransitionCount);
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SET_DWORD_STAT(STAT_RDG_AliasingCount, GRDGStatAliasingCount);
|
|
SET_DWORD_STAT(STAT_RDG_TransitionBatchCount, GRDGStatTransitionBatchCount);
|
|
SET_MEMORY_STAT(STAT_RDG_MemoryWatermark, int64(GRDGStatMemoryWatermark));
|
|
|
|
GRDGStatPassCount = 0;
|
|
GRDGStatPassCullCount = 0;
|
|
GRDGStatRenderPassMergeCount = 0;
|
|
GRDGStatPassDependencyCount = 0;
|
|
GRDGStatTextureCount = 0;
|
|
GRDGStatTextureReferenceCount = 0;
|
|
GRDGStatBufferCount = 0;
|
|
GRDGStatBufferReferenceCount = 0;
|
|
GRDGStatViewCount = 0;
|
|
GRDGStatTransientTextureCount = 0;
|
|
GRDGStatTransientBufferCount = 0;
|
|
GRDGStatTransitionCount = 0;
|
|
GRDGStatAliasingCount = 0;
|
|
GRDGStatTransitionBatchCount = 0;
|
|
GRDGStatMemoryWatermark = 0;
|
|
#endif
|
|
}
|
|
|
|
bool FRDGBuilder::IsImmediateMode()
|
|
{
|
|
return ::IsImmediateMode();
|
|
}
|
|
|
|
ERDGPassFlags FRDGBuilder::OverridePassFlags(const TCHAR* PassName, ERDGPassFlags PassFlags)
|
|
{
|
|
const bool bDebugAllowedForPass =
|
|
#if RDG_ENABLE_DEBUG
|
|
IsDebugAllowedForPass(PassName);
|
|
#else
|
|
true;
|
|
#endif
|
|
|
|
if (IsAsyncComputeSupported())
|
|
{
|
|
if (EnumHasAnyFlags(PassFlags, ERDGPassFlags::Compute) && GRDGAsyncCompute == RDG_ASYNC_COMPUTE_FORCE_ENABLED)
|
|
{
|
|
PassFlags &= ~ERDGPassFlags::Compute;
|
|
PassFlags |= ERDGPassFlags::AsyncCompute;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (EnumHasAnyFlags(PassFlags, ERDGPassFlags::AsyncCompute))
|
|
{
|
|
PassFlags &= ~ERDGPassFlags::AsyncCompute;
|
|
PassFlags |= ERDGPassFlags::Compute;
|
|
}
|
|
}
|
|
|
|
return PassFlags;
|
|
}
|
|
|
|
bool FRDGBuilder::IsTransient(FRDGBufferRef Buffer) const
|
|
{
|
|
if (!bSupportsTransientBuffers || Buffer->bQueuedForUpload)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!IsTransientInternal(Buffer, EnumHasAnyFlags(Buffer->Desc.Usage, BUF_FastVRAM)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!GRDGTransientIndirectArgBuffers && EnumHasAnyFlags(Buffer->Desc.Usage, BUF_DrawIndirect))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return EnumHasAnyFlags(Buffer->Desc.Usage, BUF_UnorderedAccess);
|
|
}
|
|
|
|
bool FRDGBuilder::IsTransient(FRDGTextureRef Texture) const
|
|
{
|
|
if (!bSupportsTransientTextures)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (EnumHasAnyFlags(Texture->Desc.Flags, ETextureCreateFlags::Shared))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return IsTransientInternal(Texture, EnumHasAnyFlags(Texture->Desc.Flags, ETextureCreateFlags::FastVRAM));
|
|
}
|
|
|
|
bool FRDGBuilder::IsTransientInternal(FRDGViewableResource* Resource, bool bFastVRAM) const
|
|
{
|
|
// FastVRAM resources are always transient regardless of extraction or other hints, since they are performance critical.
|
|
if (!bFastVRAM || !FPlatformMemory::SupportsFastVRAMMemory())
|
|
{
|
|
if (GRDGTransientAllocator == 2)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (Resource->bForceNonTransient)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (Resource->bExtracted)
|
|
{
|
|
if (GRDGTransientExtractedResources == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (GRDGTransientExtractedResources == 1 && Resource->TransientExtractionHint == FRDGViewableResource::ETransientExtractionHint::Disable)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
if (GRDGDebugDisableTransientResources != 0)
|
|
{
|
|
const bool bDebugAllowed = IsDebugAllowedForResource(Resource->Name);
|
|
|
|
if (GRDGDebugDisableTransientResources == 2 && Resource->Type == ERDGViewableResourceType::Buffer && bDebugAllowed)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (GRDGDebugDisableTransientResources == 3 && Resource->Type == ERDGViewableResourceType::Texture && bDebugAllowed)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
FRDGBuilder::FRDGBuilder(FRHICommandListImmediate& InRHICmdList, FRDGEventName InName, ERDGBuilderFlags InFlags)
|
|
: FRDGScopeState(InRHICmdList, IsImmediateMode())
|
|
, RootAllocatorScope(Allocators.Root)
|
|
, Blackboard(Allocators.Root)
|
|
, BuilderName(InName)
|
|
, TransientResourceAllocator(GRDGTransientAllocator != 0 && !::IsImmediateMode() ? GRDGTransientResourceAllocator.Get() : nullptr)
|
|
, ExtendResourceLifetimeScope(RHICmdList)
|
|
#if RDG_ENABLE_DEBUG
|
|
, UserValidation(Allocators.Root, ParallelExecute.bEnabled)
|
|
, BarrierValidation(&Passes, BuilderName)
|
|
#endif
|
|
{
|
|
ProloguePass = SetupEmptyPass(Passes.Allocate<FRDGSentinelPass>(Allocators.Root, RDG_EVENT_NAME("Graph Prologue (Graphics)")));
|
|
|
|
ParallelExecute.bEnabled = ::IsParallelExecuteEnabled() && EnumHasAnyFlags(InFlags, ERDGBuilderFlags::AllowParallelExecute);
|
|
ParallelSetup.bEnabled = ::IsParallelSetupEnabled() && EnumHasAnyFlags(InFlags, ERDGBuilderFlags::AllowParallelExecute);
|
|
|
|
if (TransientResourceAllocator)
|
|
{
|
|
bSupportsTransientTextures = TransientResourceAllocator->SupportsResourceType(ERHITransientResourceType::Texture);
|
|
bSupportsTransientBuffers = TransientResourceAllocator->SupportsResourceType(ERHITransientResourceType::Buffer);
|
|
}
|
|
|
|
#if RDG_DUMP_RESOURCES
|
|
DumpNewGraphBuilder();
|
|
#endif
|
|
}
|
|
|
|
UE::Tasks::FTask FRDGBuilder::FAsyncDeleter::LastTask;
|
|
|
|
FRDGBuilder::FAsyncDeleter::~FAsyncDeleter()
|
|
{
|
|
if (Function)
|
|
{
|
|
// Launch the task with a prerequisite on any previously launched RDG async delete task.
|
|
LastTask = UE::Tasks::Launch(UE_SOURCE_LOCATION, [Function = MoveTemp(Function)]() mutable {}, LastTask);
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::WaitForAsyncDeleteTask()
|
|
{
|
|
FAsyncDeleter::LastTask.Wait();
|
|
}
|
|
|
|
FRDGBuilder::~FRDGBuilder()
|
|
{
|
|
if (ParallelExecute.bEnabled && GRDGParallelDestruction > 0)
|
|
{
|
|
AsyncDeleter.Function = [
|
|
Allocators = MoveTemp(Allocators),
|
|
Passes = MoveTemp(Passes),
|
|
Textures = MoveTemp(Textures),
|
|
Buffers = MoveTemp(Buffers),
|
|
Views = MoveTemp(Views),
|
|
UniformBuffers = MoveTemp(UniformBuffers),
|
|
Blackboard = MoveTemp(Blackboard),
|
|
ActivePooledTextures = MoveTemp(ActivePooledTextures),
|
|
ActivePooledBuffers = MoveTemp(ActivePooledBuffers),
|
|
UploadedBuffers = MoveTemp(UploadedBuffers)
|
|
] () mutable {};
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
const TRefCountPtr<FRDGPooledBuffer>& FRDGBuilder::ConvertToExternalBuffer(FRDGBufferRef Buffer)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateConvertToExternalResource(Buffer));
|
|
if (!Buffer->bExternal)
|
|
{
|
|
Buffer->bExternal = 1;
|
|
if (!Buffer->ResourceRHI)
|
|
{
|
|
SetPooledBufferRHI(Buffer, AllocatePooledBufferRHI(RHICmdList, Buffer));
|
|
}
|
|
ExternalBuffers.FindOrAdd(Buffer->GetRHIUnchecked(), Buffer);
|
|
AsyncSetupQueue.Push(FAsyncSetupOp::CullRootBuffer(Buffer));
|
|
}
|
|
return GetPooledBuffer(Buffer);
|
|
}
|
|
|
|
const TRefCountPtr<IPooledRenderTarget>& FRDGBuilder::ConvertToExternalTexture(FRDGTextureRef Texture)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateConvertToExternalResource(Texture));
|
|
if (!Texture->bExternal)
|
|
{
|
|
Texture->bExternal = 1;
|
|
if (!Texture->ResourceRHI)
|
|
{
|
|
SetPooledRenderTargetRHI(Texture, AllocatePooledRenderTargetRHI(RHICmdList, Texture));
|
|
}
|
|
ExternalTextures.FindOrAdd(Texture->GetRHIUnchecked(), Texture);
|
|
AsyncSetupQueue.Push(FAsyncSetupOp::CullRootTexture(Texture));
|
|
}
|
|
return GetPooledTexture(Texture);
|
|
}
|
|
|
|
FRHIUniformBuffer* FRDGBuilder::ConvertToExternalUniformBuffer(FRDGUniformBufferRef UniformBuffer)
|
|
{
|
|
if (!UniformBuffer->bExternal)
|
|
{
|
|
UniformBuffer->GetParameters().Enumerate([this](const FRDGParameter& Param)
|
|
{
|
|
const auto ConvertTexture = [](FRDGBuilder* Builder, FRDGTextureRef Texture)
|
|
{
|
|
if (Texture && !Texture->IsExternal())
|
|
{
|
|
Builder->ConvertToExternalTexture(Texture);
|
|
}
|
|
};
|
|
|
|
const auto ConvertBuffer = [](FRDGBuilder* Builder, FRDGBufferRef Buffer)
|
|
{
|
|
if (Buffer && !Buffer->IsExternal())
|
|
{
|
|
Builder->ConvertToExternalBuffer(Buffer);
|
|
}
|
|
};
|
|
|
|
const auto ConvertView = [this] (FRDGView* View)
|
|
{
|
|
if (!View->ResourceRHI)
|
|
{
|
|
InitViewRHI(RHICmdList, View);
|
|
}
|
|
};
|
|
|
|
switch (Param.GetType())
|
|
{
|
|
case UBMT_RDG_TEXTURE:
|
|
{
|
|
ConvertTexture(this, Param.GetAsTexture());
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_ACCESS:
|
|
{
|
|
ConvertTexture(this, Param.GetAsTextureAccess().GetTexture());
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_ACCESS_ARRAY:
|
|
{
|
|
const FRDGTextureAccessArray& Array = Param.GetAsTextureAccessArray();
|
|
for (int Index = 0; Index < Array.Num(); ++Index)
|
|
{
|
|
ConvertTexture(this, Array[Index].GetTexture());
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_SRV:
|
|
{
|
|
ConvertTexture(this, Param.GetAsTextureSRV()->Desc.Texture);
|
|
ConvertView(Param.GetAsView());
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_UAV:
|
|
{
|
|
ConvertTexture(this, Param.GetAsTextureUAV()->Desc.Texture);
|
|
ConvertView(Param.GetAsView());
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_ACCESS:
|
|
{
|
|
ConvertBuffer(this, Param.GetAsBufferAccess().GetBuffer());
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_ACCESS_ARRAY:
|
|
{
|
|
const FRDGBufferAccessArray& Array = Param.GetAsBufferAccessArray();
|
|
for (int Index = 0; Index < Array.Num(); ++Index)
|
|
{
|
|
ConvertBuffer(this, Array[Index].GetBuffer());
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_SRV:
|
|
{
|
|
ConvertBuffer(this, Param.GetAsBufferSRV()->Desc.Buffer);
|
|
ConvertView(Param.GetAsView());
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_UAV:
|
|
{
|
|
ConvertBuffer(this, Param.GetAsBufferUAV()->Desc.Buffer);
|
|
ConvertView(Param.GetAsView());
|
|
}
|
|
break;
|
|
case UBMT_RDG_UNIFORM_BUFFER:
|
|
{
|
|
FRDGUniformBufferRef Buffer = Param.GetAsUniformBuffer().GetUniformBuffer();
|
|
if (Buffer)
|
|
{
|
|
ConvertToExternalUniformBuffer(Buffer);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// Non-RDG cases
|
|
case UBMT_INT32:
|
|
case UBMT_UINT32:
|
|
case UBMT_FLOAT32:
|
|
case UBMT_TEXTURE:
|
|
case UBMT_SRV:
|
|
case UBMT_UAV:
|
|
case UBMT_SAMPLER:
|
|
case UBMT_NESTED_STRUCT:
|
|
case UBMT_INCLUDED_STRUCT:
|
|
case UBMT_REFERENCED_STRUCT:
|
|
case UBMT_RENDER_TARGET_BINDING_SLOTS:
|
|
break;
|
|
|
|
default:
|
|
check(0);
|
|
}
|
|
});
|
|
}
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateConvertToExternalUniformBuffer(UniformBuffer));
|
|
if (!UniformBuffer->bExternal)
|
|
{
|
|
UniformBuffer->bExternal = true;
|
|
|
|
// It's safe to reset the access to false because validation won't allow this call during execution.
|
|
IF_RDG_ENABLE_DEBUG(GRDGAllowRHIAccess = true);
|
|
UniformBuffer->InitRHI();
|
|
IF_RDG_ENABLE_DEBUG(GRDGAllowRHIAccess = false);
|
|
}
|
|
return UniformBuffer->GetRHIUnchecked();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FAccessModePassParameters, )
|
|
RDG_TEXTURE_ACCESS_ARRAY(Textures)
|
|
RDG_BUFFER_ACCESS_ARRAY(Buffers)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
void FRDGBuilder::UseExternalAccessMode(FRDGViewableResource* Resource, ERHIAccess ReadOnlyAccess, ERHIPipeline Pipelines)
|
|
{
|
|
if (!IsAsyncComputeSupported())
|
|
{
|
|
Pipelines = ERHIPipeline::Graphics;
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUseExternalAccessMode(Resource, ReadOnlyAccess, Pipelines));
|
|
|
|
auto& AccessModeState = Resource->AccessModeState;
|
|
|
|
// We already validated that back-to-back calls to UseExternalAccessMode are valid only if the parameters match,
|
|
// so we can safely no-op this call.
|
|
if (AccessModeState.Mode == FRDGViewableResource::EAccessMode::External || AccessModeState.bLocked)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// We have to flush the queue when going from QueuedInternal -> External. A queued internal state
|
|
// implies that the resource was in an external access mode before, so it needs an 'end' pass to
|
|
// contain any passes which might have used the resource in its external state.
|
|
if (AccessModeState.bQueued)
|
|
{
|
|
FlushAccessModeQueue();
|
|
}
|
|
|
|
check(!AccessModeState.bQueued);
|
|
AccessModeQueue.Emplace(Resource);
|
|
AccessModeState.bQueued = 1;
|
|
|
|
Resource->SetExternalAccessMode(ReadOnlyAccess, Pipelines);
|
|
}
|
|
|
|
void FRDGBuilder::UseInternalAccessMode(FRDGViewableResource* Resource)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUseInternalAccessMode(Resource));
|
|
|
|
auto& AccessModeState = Resource->AccessModeState;
|
|
|
|
// Just no-op if the resource is already in (or queued for) the Internal state.
|
|
if (AccessModeState.Mode == FRDGViewableResource::EAccessMode::Internal || AccessModeState.bLocked)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If the resource has a queued transition to the external access state, then we can safely back it out.
|
|
if (AccessModeState.bQueued)
|
|
{
|
|
int32 Index = AccessModeQueue.IndexOfByKey(Resource);
|
|
check(Index < AccessModeQueue.Num());
|
|
AccessModeQueue.RemoveAtSwap(Index, 1, EAllowShrinking::No);
|
|
AccessModeState.bQueued = 0;
|
|
}
|
|
else
|
|
{
|
|
AccessModeQueue.Emplace(Resource);
|
|
AccessModeState.bQueued = 1;
|
|
}
|
|
|
|
AccessModeState.Mode = FRDGViewableResource::EAccessMode::Internal;
|
|
}
|
|
|
|
void FRDGBuilder::FlushAccessModeQueue()
|
|
{
|
|
if (AccessModeQueue.IsEmpty() || !AuxiliaryPasses.IsFlushAccessModeQueueAllowed())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Don't allow Dump GPU to dump access mode passes. We rely on FlushAccessQueue in dump GPU to transition things back to external access.
|
|
RDG_RECURSION_COUNTER_SCOPE(AuxiliaryPasses.Dump);
|
|
RDG_RECURSION_COUNTER_SCOPE(AuxiliaryPasses.FlushAccessModeQueue);
|
|
|
|
FAccessModePassParameters* ParametersByPipeline[] =
|
|
{
|
|
AllocParameters<FAccessModePassParameters>(),
|
|
AllocParameters<FAccessModePassParameters>()
|
|
};
|
|
|
|
const ERHIAccess AccessMaskByPipeline[] =
|
|
{
|
|
ERHIAccess::ReadOnlyExclusiveMask,
|
|
ERHIAccess::ReadOnlyExclusiveComputeMask
|
|
};
|
|
|
|
ERHIPipeline ParameterPipelines = ERHIPipeline::None;
|
|
|
|
TArray<FRDGPass::FExternalAccessOp, FRDGArrayAllocator> Ops;
|
|
Ops.Reserve(ParallelSetup.bEnabled ? AccessModeQueue.Num() : 0);
|
|
|
|
for (FRDGViewableResource* Resource : AccessModeQueue)
|
|
{
|
|
const auto& AccessModeState = Resource->AccessModeState;
|
|
Resource->AccessModeState.bQueued = false;
|
|
|
|
if (ParallelSetup.bEnabled)
|
|
{
|
|
Ops.Emplace(Resource, AccessModeState.Mode);
|
|
}
|
|
else
|
|
{
|
|
Resource->AccessModeState.ActiveMode = Resource->AccessModeState.Mode;
|
|
}
|
|
|
|
ParameterPipelines |= AccessModeState.Pipelines;
|
|
|
|
if (AccessModeState.Mode == FRDGViewableResource::EAccessMode::External)
|
|
{
|
|
ExternalAccessResources.Emplace(Resource);
|
|
}
|
|
else
|
|
{
|
|
ExternalAccessResources.Remove(Resource);
|
|
}
|
|
|
|
for (uint32 PipelineIndex = 0; PipelineIndex < GetRHIPipelineCount(); ++PipelineIndex)
|
|
{
|
|
const ERHIPipeline Pipeline = static_cast<ERHIPipeline>(1 << PipelineIndex);
|
|
|
|
if (EnumHasAnyFlags(AccessModeState.Pipelines, Pipeline))
|
|
{
|
|
const ERHIAccess Access = AccessModeState.Access & AccessMaskByPipeline[PipelineIndex];
|
|
check(Access != ERHIAccess::None);
|
|
|
|
switch (Resource->Type)
|
|
{
|
|
case ERDGViewableResourceType::Texture:
|
|
ParametersByPipeline[PipelineIndex]->Textures.Emplace(GetAsTexture(Resource), Access);
|
|
break;
|
|
case ERDGViewableResourceType::Buffer:
|
|
ParametersByPipeline[PipelineIndex]->Buffers.Emplace(GetAsBuffer(Resource), Access);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (EnumHasAnyFlags(ParameterPipelines, ERHIPipeline::Graphics))
|
|
{
|
|
auto ExecuteLambda = [](FRHIComputeCommandList&) {};
|
|
using LambdaPassType = TRDGLambdaPass<FAccessModePassParameters, decltype(ExecuteLambda)>;
|
|
|
|
FAccessModePassParameters* Parameters = ParametersByPipeline[GetRHIPipelineIndex(ERHIPipeline::Graphics)];
|
|
|
|
FRDGPass* Pass = Passes.Allocate<LambdaPassType>(
|
|
Allocators.Root,
|
|
RDG_EVENT_NAME("AccessModePass[Graphics] (Textures: %d, Buffers: %d)", Parameters->Textures.Num(), Parameters->Buffers.Num()),
|
|
FAccessModePassParameters::FTypeInfo::GetStructMetadata(),
|
|
Parameters,
|
|
// Use all of the work flags so that any access is valid.
|
|
ERDGPassFlags::Copy | ERDGPassFlags::Compute | ERDGPassFlags::Raster | ERDGPassFlags::SkipRenderPass | ERDGPassFlags::NeverCull,
|
|
MoveTemp(ExecuteLambda));
|
|
|
|
Pass->ExternalAccessOps = MoveTemp(Ops);
|
|
Pass->bExternalAccessPass = 1;
|
|
SetupParameterPass(Pass);
|
|
}
|
|
|
|
if (EnumHasAnyFlags(ParameterPipelines, ERHIPipeline::AsyncCompute))
|
|
{
|
|
auto ExecuteLambda = [](FRHIComputeCommandList&) {};
|
|
using LambdaPassType = TRDGLambdaPass<FAccessModePassParameters, decltype(ExecuteLambda)>;
|
|
|
|
FAccessModePassParameters* Parameters = ParametersByPipeline[GetRHIPipelineIndex(ERHIPipeline::AsyncCompute)];
|
|
|
|
FRDGPass* Pass = Passes.Allocate<LambdaPassType>(
|
|
Allocators.Root,
|
|
RDG_EVENT_NAME("AccessModePass[AsyncCompute] (Textures: %d, Buffers: %d)", Parameters->Textures.Num(), Parameters->Buffers.Num()),
|
|
FAccessModePassParameters::FTypeInfo::GetStructMetadata(),
|
|
Parameters,
|
|
ERDGPassFlags::AsyncCompute | ERDGPassFlags::NeverCull,
|
|
MoveTemp(ExecuteLambda));
|
|
|
|
Pass->ExternalAccessOps = MoveTemp(Ops);
|
|
Pass->bExternalAccessPass = 1;
|
|
SetupParameterPass(Pass);
|
|
}
|
|
|
|
AccessModeQueue.Reset();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
FRDGTextureRef FRDGBuilder::RegisterExternalTexture(
|
|
const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
|
|
ERDGTextureFlags Flags)
|
|
{
|
|
#if RDG_ENABLE_DEBUG
|
|
checkf(ExternalPooledTexture.IsValid(), TEXT("Attempted to register NULL external texture."));
|
|
#endif
|
|
|
|
const TCHAR* Name = ExternalPooledTexture->GetDesc().DebugName;
|
|
if (!Name)
|
|
{
|
|
Name = TEXT("External");
|
|
}
|
|
return RegisterExternalTexture(ExternalPooledTexture, Name, Flags);
|
|
}
|
|
|
|
FRDGTexture* FRDGBuilder::RegisterExternalTexture(
|
|
const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
|
|
const TCHAR* Name,
|
|
ERDGTextureFlags Flags)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateRegisterExternalTexture(ExternalPooledTexture, Name, Flags));
|
|
FRHITexture* ExternalTextureRHI = ExternalPooledTexture->GetRHI();
|
|
IF_RDG_ENABLE_DEBUG(checkf(ExternalTextureRHI, TEXT("Attempted to register texture %s, but its RHI texture is null."), Name));
|
|
|
|
if (FRDGTexture* FoundTexture = FindExternalTexture(ExternalTextureRHI))
|
|
{
|
|
return FoundTexture;
|
|
}
|
|
|
|
const FRDGTextureDesc Desc = Translate(ExternalPooledTexture->GetDesc());
|
|
FRDGTexture* Texture = Textures.Allocate(Allocators.Root, Name, Desc, Flags);
|
|
SetPooledRenderTargetRHI(Texture, ExternalPooledTexture.GetReference());
|
|
Texture->bExternal = true;
|
|
ExternalTextures.FindOrAdd(Texture->GetRHIUnchecked(), Texture);
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateRegisterExternalTexture(Texture));
|
|
IF_RDG_ENABLE_TRACE(Trace.AddResource(Texture));
|
|
return Texture;
|
|
}
|
|
|
|
FRDGBufferRef FRDGBuilder::RegisterExternalBuffer(const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer, ERDGBufferFlags Flags)
|
|
{
|
|
#if RDG_ENABLE_DEBUG
|
|
checkf(ExternalPooledBuffer.IsValid(), TEXT("Attempted to register NULL external buffer."));
|
|
#endif
|
|
|
|
const TCHAR* Name = ExternalPooledBuffer->Name;
|
|
if (!Name)
|
|
{
|
|
Name = TEXT("External");
|
|
}
|
|
return RegisterExternalBuffer(ExternalPooledBuffer, Name, Flags);
|
|
}
|
|
|
|
FRDGBufferRef FRDGBuilder::RegisterExternalBuffer(
|
|
const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer,
|
|
const TCHAR* Name,
|
|
ERDGBufferFlags Flags)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateRegisterExternalBuffer(ExternalPooledBuffer, Name, Flags));
|
|
|
|
if (FRDGBuffer* FoundBuffer = FindExternalBuffer(ExternalPooledBuffer))
|
|
{
|
|
return FoundBuffer;
|
|
}
|
|
|
|
FRDGBuffer* Buffer = Buffers.Allocate(Allocators.Root, Name, ExternalPooledBuffer->Desc, Flags);
|
|
SetPooledBufferRHI(Buffer, ExternalPooledBuffer);
|
|
Buffer->bExternal = true;
|
|
ExternalBuffers.FindOrAdd(Buffer->GetRHIUnchecked(), Buffer);
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateRegisterExternalBuffer(Buffer));
|
|
IF_RDG_ENABLE_TRACE(Trace.AddResource(Buffer));
|
|
return Buffer;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::AddPassDependency(FRDGPass* Producer, FRDGPass* Consumer)
|
|
{
|
|
auto& Producers = Consumer->Producers;
|
|
|
|
if (Producers.Find(Producer) == INDEX_NONE)
|
|
{
|
|
#if RDG_STATS
|
|
GRDGStatPassDependencyCount++;
|
|
#endif
|
|
|
|
if (Producer->Pipeline != Consumer->Pipeline)
|
|
{
|
|
const auto BinarySearchOrAdd = [](auto& Range, FRDGPassHandle Handle)
|
|
{
|
|
const int32 LowerBoundIndex = Algo::LowerBound(Range, Handle);
|
|
if (LowerBoundIndex < Range.Num())
|
|
{
|
|
if (Range[LowerBoundIndex] == Handle)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
Range.Insert(Handle, LowerBoundIndex);
|
|
};
|
|
|
|
// Consumers could be culled, so we have to store all of them in a sorted list.
|
|
BinarySearchOrAdd(Producer->CrossPipelineConsumers, Consumer->Handle);
|
|
|
|
// Finds the latest producer on the other pipeline for the consumer.
|
|
if (Consumer->CrossPipelineProducer.IsNull() || Producer->Handle > Consumer->CrossPipelineProducer)
|
|
{
|
|
Consumer->CrossPipelineProducer = Producer->Handle;
|
|
}
|
|
}
|
|
|
|
Producers.Add(Producer);
|
|
}
|
|
}
|
|
|
|
bool FRDGBuilder::AddCullingDependency(FRDGProducerStatesByPipeline& LastProducers, const FRDGProducerState& NextState, ERHIPipeline NextPipeline)
|
|
{
|
|
for (ERHIPipeline LastPipeline : GetRHIPipelines())
|
|
{
|
|
FRDGProducerState& LastProducer = LastProducers[LastPipeline];
|
|
|
|
if (LastProducer.Access != ERHIAccess::Unknown)
|
|
{
|
|
FRDGPass* LastProducerPass = LastProducer.Pass;
|
|
|
|
if (LastPipeline != NextPipeline)
|
|
{
|
|
// Only certain platforms allow multi-pipe UAV access.
|
|
const ERHIAccess MultiPipelineUAVMask = ERHIAccess::UAVMask & GRHIMultiPipelineMergeableAccessMask;
|
|
|
|
// If skipping a UAV barrier across pipelines, use the producer pass that will emit the correct async fence.
|
|
if (EnumHasAnyFlags(NextState.Access, MultiPipelineUAVMask) && SkipUAVBarrier(LastProducer.NoUAVBarrierHandle, NextState.NoUAVBarrierHandle))
|
|
{
|
|
LastProducerPass = LastProducer.PassIfSkipUAVBarrier;
|
|
}
|
|
}
|
|
|
|
if (LastProducerPass)
|
|
{
|
|
AddPassDependency(LastProducerPass, NextState.Pass);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsWritableAccess(NextState.Access))
|
|
{
|
|
FRDGProducerState& LastProducer = LastProducers[NextPipeline];
|
|
|
|
// A separate producer pass is tracked for UAV -> UAV dependencies that are skipped. Consider the following scenario:
|
|
//
|
|
// Graphics: A -> B -> D -> E -> G -> I
|
|
// (UAV) (SkipUAV0) (SkipUAV1) (SkipUAV1) (SRV) (UAV2)
|
|
//
|
|
// Async Compute: C -> F -> H
|
|
// (SkipUAV0) (SkipUAV1) (SRV)
|
|
//
|
|
// Expected Cross Pipe Dependencies: [A -> C], C -> D, [B -> F], F -> G, E -> H, F -> I. The dependencies wrapped in
|
|
// braces are only introduced properly by tracking a different producer for cross-pipeline skip UAV dependencies, which
|
|
// is only updated if skip UAV is inactive, or if transitioning from one skip UAV set to another (or another writable resource).
|
|
|
|
if (LastProducer.NoUAVBarrierHandle.IsNull())
|
|
{
|
|
if (NextState.NoUAVBarrierHandle.IsNull())
|
|
{
|
|
// Assigns the next producer when no skip UAV sets are active.
|
|
LastProducer.PassIfSkipUAVBarrier = NextState.Pass;
|
|
}
|
|
}
|
|
else if (LastProducer.NoUAVBarrierHandle != NextState.NoUAVBarrierHandle)
|
|
{
|
|
// Assigns the last producer in the prior skip UAV barrier set when moving out of a skip UAV barrier set.
|
|
LastProducer.PassIfSkipUAVBarrier = LastProducer.Pass;
|
|
}
|
|
|
|
LastProducer.Access = NextState.Access;
|
|
LastProducer.Pass = NextState.Pass;
|
|
LastProducer.NoUAVBarrierHandle = NextState.NoUAVBarrierHandle;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void FRDGBuilder::AddCullRootTexture(FRDGTexture* Texture)
|
|
{
|
|
check(Texture->IsCullRoot());
|
|
|
|
for (auto& LastProducer : Texture->LastProducers)
|
|
{
|
|
AddLastProducersToCullStack(LastProducer);
|
|
}
|
|
|
|
FlushCullStack();
|
|
}
|
|
|
|
void FRDGBuilder::AddCullRootBuffer(FRDGBuffer* Buffer)
|
|
{
|
|
check(Buffer->IsCullRoot());
|
|
|
|
AddLastProducersToCullStack(Buffer->LastProducer);
|
|
|
|
FlushCullStack();
|
|
}
|
|
|
|
void FRDGBuilder::AddLastProducersToCullStack(const FRDGProducerStatesByPipeline& LastProducers)
|
|
{
|
|
for (const FRDGProducerState& LastProducer : LastProducers)
|
|
{
|
|
if (LastProducer.Pass)
|
|
{
|
|
CullPassStack.Emplace(LastProducer.Pass);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::FlushCullStack()
|
|
{
|
|
while (CullPassStack.Num())
|
|
{
|
|
FRDGPass* Pass = CullPassStack.Pop(EAllowShrinking::No);
|
|
|
|
if (Pass->bCulled)
|
|
{
|
|
Pass->bCulled = 0;
|
|
|
|
CullPassStack.Append(Pass->Producers);
|
|
}
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::Compile()
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_RDG_CompileTime);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE_CONDITIONAL(RDG_Compile, GRDGVerboseCSVStats != 0);
|
|
|
|
const FRDGPassHandle ProloguePassHandle = GetProloguePassHandle();
|
|
const FRDGPassHandle EpiloguePassHandle = GetEpiloguePassHandle();
|
|
|
|
const uint32 CompilePassCount = Passes.Num();
|
|
|
|
TransitionCreateQueue.Reserve(CompilePassCount);
|
|
|
|
const bool bCullPasses = GRDGCullPasses > 0;
|
|
|
|
if (bCullPasses || AsyncComputePassCount > 0)
|
|
{
|
|
SCOPED_NAMED_EVENT(PassDependencies, FColor::Emerald);
|
|
|
|
if (!ParallelSetup.bEnabled)
|
|
{
|
|
for (FRDGPassHandle PassHandle = ProloguePassHandle + 1; PassHandle < EpiloguePassHandle; ++PassHandle)
|
|
{
|
|
SetupPassDependencies(Passes[PassHandle]);
|
|
}
|
|
}
|
|
}
|
|
else if (!ParallelSetup.bEnabled)
|
|
{
|
|
for (FRDGPassHandle PassHandle = ProloguePassHandle + 1; PassHandle < EpiloguePassHandle; ++PassHandle)
|
|
{
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
// Add reference counts for passes.
|
|
|
|
for (auto& PassState : Pass->TextureStates)
|
|
{
|
|
PassState.Texture->ReferenceCount += PassState.ReferenceCount;
|
|
}
|
|
|
|
for (auto& PassState : Pass->BufferStates)
|
|
{
|
|
PassState.Buffer->ReferenceCount += PassState.ReferenceCount;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const FExtractedTexture& ExtractedTexture : ExtractedTextures)
|
|
{
|
|
ExtractedTexture.Texture->ReferenceCount++;
|
|
}
|
|
|
|
for (const FExtractedBuffer& ExtractedBuffer : ExtractedBuffers)
|
|
{
|
|
ExtractedBuffer.Buffer->ReferenceCount++;
|
|
}
|
|
|
|
// All dependencies in the raw graph have been specified; if enabled, all passes are marked as culled and a
|
|
// depth first search is employed to find reachable regions of the graph. Roots of the search are those passes
|
|
// with outputs leaving the graph or those marked to never cull.
|
|
|
|
if (bCullPasses)
|
|
{
|
|
SCOPED_NAMED_EVENT(PassCulling, FColor::Emerald);
|
|
|
|
// Manually mark the prologue / epilogue passes as not culled.
|
|
EpiloguePass->bCulled = 0;
|
|
ProloguePass->bCulled = 0;
|
|
|
|
check(CullPassStack.IsEmpty());
|
|
|
|
for (FRDGPassHandle PassHandle = ProloguePassHandle + 1; PassHandle < EpiloguePassHandle; ++PassHandle)
|
|
{
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
if (Pass->bCulled)
|
|
{
|
|
#if RDG_STATS
|
|
GRDGStatPassCullCount++;
|
|
#endif
|
|
|
|
// Subtract reference counts from culled passes that were added during pass setup.
|
|
|
|
for (auto& PassState : Pass->TextureStates)
|
|
{
|
|
PassState.Texture->ReferenceCount -= PassState.ReferenceCount;
|
|
}
|
|
|
|
for (auto& PassState : Pass->BufferStates)
|
|
{
|
|
PassState.Buffer->ReferenceCount -= PassState.ReferenceCount;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CompilePassOps(Pass);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Traverses passes on the graphics pipe and merges raster passes with the same render targets into a single RHI render pass.
|
|
if (IsRenderPassMergeEnabled() && RasterPassCount > 0)
|
|
{
|
|
SCOPED_NAMED_EVENT(MergeRenderPasses, FColor::Emerald);
|
|
|
|
TArray<FRDGPassHandle, TInlineAllocator<32, FRDGArrayAllocator>> PassesToMerge;
|
|
FRDGPass* PrevPass = nullptr;
|
|
const FRenderTargetBindingSlots* PrevRenderTargets = nullptr;
|
|
|
|
const auto CommitMerge = [&]
|
|
{
|
|
if (PassesToMerge.Num())
|
|
{
|
|
const auto SetEpilogueBarrierPass = [&](FRDGPass* Pass, FRDGPassHandle EpilogueBarrierPassHandle)
|
|
{
|
|
Pass->EpilogueBarrierPass = EpilogueBarrierPassHandle;
|
|
Pass->ResourcesToEnd.Reset();
|
|
Passes[EpilogueBarrierPassHandle]->ResourcesToEnd.Add(Pass);
|
|
};
|
|
|
|
const auto SetPrologueBarrierPass = [&](FRDGPass* Pass, FRDGPassHandle PrologueBarrierPassHandle)
|
|
{
|
|
Pass->PrologueBarrierPass = PrologueBarrierPassHandle;
|
|
Pass->ResourcesToBegin.Reset();
|
|
Passes[PrologueBarrierPassHandle]->ResourcesToBegin.Add(Pass);
|
|
};
|
|
|
|
const FRDGPassHandle FirstPassHandle = PassesToMerge[0];
|
|
const FRDGPassHandle LastPassHandle = PassesToMerge.Last();
|
|
Passes[FirstPassHandle]->ResourcesToBegin.Reserve(PassesToMerge.Num());
|
|
Passes[LastPassHandle]->ResourcesToEnd.Reserve(PassesToMerge.Num());
|
|
|
|
// Given an interval of passes to merge into a single render pass: [B, X, X, X, X, E]
|
|
//
|
|
// The begin pass (B) and end (E) passes will call {Begin, End}RenderPass, respectively. Also,
|
|
// begin will handle all prologue barriers for the entire merged interval, and end will handle all
|
|
// epilogue barriers. This avoids transitioning of resources within the render pass and batches the
|
|
// transitions more efficiently. This assumes we have filtered out dependencies between passes from
|
|
// the merge set, which is done during traversal.
|
|
|
|
// (B) First pass in the merge sequence.
|
|
{
|
|
FRDGPass* Pass = Passes[FirstPassHandle];
|
|
Pass->bSkipRenderPassEnd = 1;
|
|
SetEpilogueBarrierPass(Pass, LastPassHandle);
|
|
}
|
|
|
|
// (X) Intermediate passes.
|
|
for (int32 PassIndex = 1, PassCount = PassesToMerge.Num() - 1; PassIndex < PassCount; ++PassIndex)
|
|
{
|
|
const FRDGPassHandle PassHandle = PassesToMerge[PassIndex];
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
Pass->bSkipRenderPassBegin = 1;
|
|
Pass->bSkipRenderPassEnd = 1;
|
|
SetPrologueBarrierPass(Pass, FirstPassHandle);
|
|
SetEpilogueBarrierPass(Pass, LastPassHandle);
|
|
}
|
|
|
|
// (E) Last pass in the merge sequence.
|
|
{
|
|
FRDGPass* Pass = Passes[LastPassHandle];
|
|
Pass->bSkipRenderPassBegin = 1;
|
|
SetPrologueBarrierPass(Pass, FirstPassHandle);
|
|
}
|
|
|
|
#if RDG_STATS
|
|
GRDGStatRenderPassMergeCount += PassesToMerge.Num();
|
|
#endif
|
|
}
|
|
PassesToMerge.Reset();
|
|
PrevPass = nullptr;
|
|
PrevRenderTargets = nullptr;
|
|
};
|
|
|
|
for (FRDGPassHandle PassHandle = ProloguePassHandle + 1; PassHandle < EpiloguePassHandle; ++PassHandle)
|
|
{
|
|
FRDGPass* NextPass = Passes[PassHandle];
|
|
|
|
if (NextPass->bCulled || NextPass->bEmptyParameters)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (EnumHasAnyFlags(NextPass->Flags, ERDGPassFlags::Raster))
|
|
{
|
|
// A pass where the user controls the render pass or it is forced to skip pass merging can't merge with other passes
|
|
if (EnumHasAnyFlags(NextPass->Flags, ERDGPassFlags::SkipRenderPass | ERDGPassFlags::NeverMerge))
|
|
{
|
|
CommitMerge();
|
|
continue;
|
|
}
|
|
|
|
// A pass which writes to resources outside of the render pass introduces new dependencies which break merging.
|
|
if (!NextPass->bRenderPassOnlyWrites)
|
|
{
|
|
CommitMerge();
|
|
continue;
|
|
}
|
|
|
|
const FRenderTargetBindingSlots& RenderTargets = NextPass->GetParameters().GetRenderTargets();
|
|
|
|
if (PrevPass)
|
|
{
|
|
check(PrevRenderTargets);
|
|
|
|
if (PrevRenderTargets->CanMergeBefore(RenderTargets)
|
|
#if WITH_MGPU
|
|
&& PrevPass->GPUMask == NextPass->GPUMask
|
|
#endif
|
|
)
|
|
{
|
|
if (!PassesToMerge.Num())
|
|
{
|
|
PassesToMerge.Add(PrevPass->GetHandle());
|
|
}
|
|
PassesToMerge.Add(PassHandle);
|
|
}
|
|
else
|
|
{
|
|
CommitMerge();
|
|
}
|
|
}
|
|
|
|
PrevPass = NextPass;
|
|
PrevRenderTargets = &RenderTargets;
|
|
}
|
|
else if (!EnumHasAnyFlags(NextPass->Flags, ERDGPassFlags::AsyncCompute))
|
|
{
|
|
// A non-raster pass on the graphics pipe will invalidate the render target merge.
|
|
CommitMerge();
|
|
}
|
|
}
|
|
|
|
CommitMerge();
|
|
}
|
|
|
|
if (AsyncComputePassCount > 0)
|
|
{
|
|
SCOPED_NAMED_EVENT(AsyncComputeFences, FColor::Emerald);
|
|
|
|
// Establishes fork / join overlap regions for async compute. This is used for fencing as well as resource
|
|
// allocation / deallocation. Async compute passes can't allocate / release their resource references until
|
|
// the fork / join is complete, since the two pipes run in parallel. Therefore, all resource lifetimes on
|
|
// async compute are extended to cover the full async region.
|
|
|
|
FRDGPassHandle CurrentGraphicsForkPassHandle;
|
|
FRDGPass* AsyncComputePassBeforeFork = nullptr;
|
|
|
|
for (FRDGPassHandle PassHandle = ProloguePassHandle + 1; PassHandle < EpiloguePassHandle; ++PassHandle)
|
|
{
|
|
FRDGPass* AsyncComputePass = Passes[PassHandle];
|
|
|
|
if (!AsyncComputePass->IsAsyncCompute() || AsyncComputePass->bCulled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FRDGPassHandle GraphicsForkPassHandle = FRDGPassHandle::Max(AsyncComputePass->CrossPipelineProducer, FRDGPassHandle::Max(CurrentGraphicsForkPassHandle, ProloguePassHandle));
|
|
FRDGPass* GraphicsForkPass = Passes[GraphicsForkPassHandle];
|
|
|
|
AsyncComputePass->GraphicsForkPass = GraphicsForkPassHandle;
|
|
Passes[GraphicsForkPass->PrologueBarrierPass]->ResourcesToBegin.Add(AsyncComputePass);
|
|
|
|
if (CurrentGraphicsForkPassHandle != GraphicsForkPassHandle)
|
|
{
|
|
CurrentGraphicsForkPassHandle = GraphicsForkPassHandle;
|
|
|
|
FRDGBarrierBatchBegin& EpilogueBarriersToBeginForAsyncCompute = GraphicsForkPass->GetEpilogueBarriersToBeginForAsyncCompute(Allocators.Transition, TransitionCreateQueue);
|
|
|
|
GraphicsForkPass->bGraphicsFork = 1;
|
|
EpilogueBarriersToBeginForAsyncCompute.SetUseCrossPipelineFence();
|
|
|
|
AsyncComputePass->bAsyncComputeBegin = 1;
|
|
AsyncComputePass->GetPrologueBarriersToEnd(Allocators.Transition).AddDependency(&EpilogueBarriersToBeginForAsyncCompute);
|
|
|
|
// Since we are fencing the graphics pipe to some new async compute work, make sure to flush any prior work.
|
|
if (AsyncComputePassBeforeFork)
|
|
{
|
|
AsyncComputePassBeforeFork->bDispatchAfterExecute = 1;
|
|
}
|
|
}
|
|
|
|
AsyncComputePassBeforeFork = AsyncComputePass;
|
|
}
|
|
|
|
FRDGPassHandle CurrentGraphicsJoinPassHandle;
|
|
|
|
for (FRDGPassHandle PassHandle = EpiloguePassHandle - 1; PassHandle > ProloguePassHandle; --PassHandle)
|
|
{
|
|
FRDGPass* AsyncComputePass = Passes[PassHandle];
|
|
|
|
if (!AsyncComputePass->IsAsyncCompute() || AsyncComputePass->bCulled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FRDGPassHandle CrossPipelineConsumer;
|
|
|
|
// Cross pipeline consumers are sorted. Find the earliest consumer that isn't culled.
|
|
for (FRDGPassHandle ConsumerHandle : AsyncComputePass->CrossPipelineConsumers)
|
|
{
|
|
FRDGPass* Consumer = Passes[ConsumerHandle];
|
|
|
|
if (!Consumer->bCulled)
|
|
{
|
|
CrossPipelineConsumer = ConsumerHandle;
|
|
break;
|
|
}
|
|
}
|
|
|
|
FRDGPassHandle GraphicsJoinPassHandle = FRDGPassHandle::Min(CrossPipelineConsumer, FRDGPassHandle::Min(CurrentGraphicsJoinPassHandle, EpiloguePassHandle));
|
|
FRDGPass* GraphicsJoinPass = Passes[GraphicsJoinPassHandle];
|
|
|
|
AsyncComputePass->GraphicsJoinPass = GraphicsJoinPassHandle;
|
|
Passes[GraphicsJoinPass->EpilogueBarrierPass]->ResourcesToEnd.Add(AsyncComputePass);
|
|
|
|
if (CurrentGraphicsJoinPassHandle != GraphicsJoinPassHandle)
|
|
{
|
|
CurrentGraphicsJoinPassHandle = GraphicsJoinPassHandle;
|
|
|
|
FRDGBarrierBatchBegin& EpilogueBarriersToBeginForGraphics = AsyncComputePass->GetEpilogueBarriersToBeginForGraphics(Allocators.Transition, TransitionCreateQueue);
|
|
|
|
AsyncComputePass->bAsyncComputeEnd = 1;
|
|
AsyncComputePass->bDispatchAfterExecute = 1;
|
|
EpilogueBarriersToBeginForGraphics.SetUseCrossPipelineFence();
|
|
|
|
GraphicsJoinPass->bGraphicsJoin = 1;
|
|
GraphicsJoinPass->GetPrologueBarriersToEnd(Allocators.Transition).AddDependency(&EpilogueBarriersToBeginForGraphics);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if WITH_RHI_BREADCRUMBS
|
|
// Attach the RDG breadcrumb nodes to the current top-of-stack RHI immediate breadcrumb,
|
|
// Also unlink them from each other.
|
|
for (FRHIBreadcrumbNode* Node : LocalBreadcrumbList.IterateAndUnlink())
|
|
{
|
|
if (Node->GetParent() == FRHIBreadcrumbNode::Sentinel)
|
|
Node->SetParent(RHICmdList.GetCurrentBreadcrumbRef());
|
|
}
|
|
#endif
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::LaunchAsyncSetupQueueTask()
|
|
{
|
|
if (AsyncSetupQueue.LastTask.IsCompleted())
|
|
{
|
|
AsyncSetupQueue.LastTask = AsyncSetupQueue.Pipe.Launch(UE_SOURCE_LOCATION, [this]() mutable
|
|
{
|
|
ProcessAsyncSetupQueue();
|
|
});
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::ProcessAsyncSetupQueue()
|
|
{
|
|
SCOPED_NAMED_EVENT_TCHAR("FRDGBuilder::ProcessAsyncSetupQueue", FColor::Magenta);
|
|
FRDGAllocatorScope AllocatorScope(Allocators.Task);
|
|
|
|
while (true)
|
|
{
|
|
AsyncSetupQueue.Mutex.Lock();
|
|
TArray<FAsyncSetupOp, FRDGArrayAllocator> PoppedOps = MoveTemp(AsyncSetupQueue.Ops);
|
|
AsyncSetupQueue.Mutex.Unlock();
|
|
|
|
if (PoppedOps.IsEmpty())
|
|
{
|
|
break;
|
|
}
|
|
|
|
for (FAsyncSetupOp Op : PoppedOps)
|
|
{
|
|
switch (Op.Type)
|
|
{
|
|
case FAsyncSetupOp::EType::SetupPassResources:
|
|
SetupPassResources(Op.Pass);
|
|
break;
|
|
|
|
case FAsyncSetupOp::EType::CullRootBuffer:
|
|
AddCullRootBuffer(Op.Buffer);
|
|
break;
|
|
|
|
case FAsyncSetupOp::EType::CullRootTexture:
|
|
AddCullRootTexture(Op.Texture);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::FlushSetupQueue()
|
|
{
|
|
if (ParallelSetup.bEnabled)
|
|
{
|
|
LaunchAsyncSetupQueueTask();
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::WaitForParallelSetupTasks()
|
|
{
|
|
if (!ParallelSetup.Tasks.IsEmpty())
|
|
{
|
|
UE::Tasks::Wait(ParallelSetup.Tasks);
|
|
ParallelSetup.Tasks.Reset();
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::SubmitParallelSetupTasks()
|
|
{
|
|
if (!ParallelSetup.CommandLists.IsEmpty())
|
|
{
|
|
RHICmdList.QueueAsyncCommandListSubmit(ParallelSetup.CommandLists);
|
|
ParallelSetup.CommandLists.Empty();
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::Execute()
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RDG);
|
|
SCOPED_DRAW_EVENTF(RHICmdList, FRDGBuilder_Execute, TEXT("FRDGBuilder::Execute"));
|
|
|
|
#if WITH_RHI_BREADCRUMBS
|
|
check(LocalCurrentBreadcrumb == FRHIBreadcrumbNode::Sentinel);
|
|
LocalCurrentBreadcrumb = RHICmdList.GetCurrentBreadcrumbRef();
|
|
#endif
|
|
|
|
GRDGTransientResourceAllocator.ReleasePendingDeallocations();
|
|
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::FlushAccessModeQueue", FColor::Magenta);
|
|
for (FRDGViewableResource* Resource : ExternalAccessResources)
|
|
{
|
|
UseInternalAccessMode(Resource);
|
|
}
|
|
FlushAccessModeQueue();
|
|
}
|
|
|
|
// Create the epilogue pass at the end of the graph just prior to compilation.
|
|
SetupEmptyPass(EpiloguePass = Passes.Allocate<FRDGSentinelPass>(Allocators.Root, RDG_EVENT_NAME("Graph Epilogue")));
|
|
|
|
const FRDGPassHandle ProloguePassHandle = GetProloguePassHandle();
|
|
const FRDGPassHandle EpiloguePassHandle = GetEpiloguePassHandle();
|
|
|
|
UE::Tasks::FTask CollectPassBarriersTask;
|
|
UE::Tasks::FTask CreateViewsTask;
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExecuteBegin());
|
|
IF_RDG_ENABLE_DEBUG(GRDGAllowRHIAccess = true);
|
|
|
|
FCollectResourceContext CollectResourceContext;
|
|
|
|
if (!IsImmediateMode())
|
|
{
|
|
SubmitParallelSetupTasks();
|
|
BeginFlushResourcesRHI();
|
|
WaitForParallelSetupTasks();
|
|
|
|
if (ParallelSetup.bEnabled)
|
|
{
|
|
AsyncSetupQueue.LastTask.Wait();
|
|
ProcessAsyncSetupQueue();
|
|
}
|
|
|
|
// Pre-allocate containers.
|
|
{
|
|
const int32 NumBuffers = Buffers.Num();
|
|
const int32 NumTextures = Textures.Num();
|
|
const int32 NumExternalBuffers = ExternalBuffers.Num();
|
|
const int32 NumExternalTextures = ExternalTextures.Num();
|
|
const int32 NumTransientBuffers = bSupportsTransientBuffers ? (NumBuffers - NumExternalBuffers) : 0;
|
|
const int32 NumTransientTextures = bSupportsTransientTextures ? (NumTextures - NumExternalTextures) : 0;
|
|
const int32 NumPooledTextures = NumTextures - NumTransientTextures;
|
|
const int32 NumPooledBuffers = NumBuffers - NumTransientBuffers;
|
|
|
|
CollectResourceContext.TransientResources.Reserve(NumTransientBuffers + NumTransientTextures);
|
|
CollectResourceContext.PooledTextures.Reserve(bSupportsTransientTextures ? NumExternalTextures : NumTextures);
|
|
CollectResourceContext.PooledBuffers.Reserve(bSupportsTransientBuffers ? NumExternalBuffers : NumBuffers);
|
|
CollectResourceContext.UniformBuffers.Reserve(UniformBuffers.Num());
|
|
CollectResourceContext.Views.Reserve(Views.Num());
|
|
CollectResourceContext.UniformBufferMap.Init(true, UniformBuffers.Num());
|
|
CollectResourceContext.ViewMap.Init(true, Views.Num());
|
|
|
|
PooledBufferOwnershipMap.Reserve(NumPooledBuffers);
|
|
PooledTextureOwnershipMap.Reserve(NumPooledTextures);
|
|
ActivePooledTextures.Reserve(NumPooledTextures);
|
|
ActivePooledBuffers.Reserve(NumPooledBuffers);
|
|
EpilogueResourceAccesses.Reserve(NumTextures + NumBuffers);
|
|
|
|
ProloguePass->EpilogueBarriersToBeginForGraphics.Reserve(NumPooledBuffers + NumPooledTextures);
|
|
}
|
|
|
|
const UE::Tasks::ETaskPriority TaskPriority = UE::Tasks::ETaskPriority::High;
|
|
|
|
UE::Tasks::FTask BufferNumElementsCallbacksTask = AddSetupTask([this]
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::FinalizeDescs", FColor::Magenta);
|
|
|
|
for (FRDGBuffer* Buffer : NumElementsCallbackBuffers)
|
|
{
|
|
Buffer->FinalizeDesc();
|
|
}
|
|
NumElementsCallbackBuffers.Empty();
|
|
|
|
}, TaskPriority);
|
|
|
|
UE::Tasks::FTask PrepareCollectResourcesTask = AddSetupTask([this]
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::PrepareCollectResources", FColor::Magenta);
|
|
|
|
Buffers.Enumerate([&] (FRDGBuffer* Buffer)
|
|
{
|
|
if (Buffer->ResourceRHI || Buffer->bQueuedForUpload)
|
|
{
|
|
Buffer->bCollectForAllocate = false;
|
|
}
|
|
|
|
if (Buffer->TransientBuffer || (!Buffer->ResourceRHI && IsTransient(Buffer)))
|
|
{
|
|
Buffer->bTransient = true;
|
|
}
|
|
});
|
|
|
|
Textures.Enumerate([&] (FRDGTexture* Texture)
|
|
{
|
|
if (Texture->ResourceRHI)
|
|
{
|
|
Texture->bCollectForAllocate = false;
|
|
}
|
|
|
|
if (Texture->TransientTexture || (!Texture->ResourceRHI && IsTransient(Texture)))
|
|
{
|
|
Texture->bTransient = true;
|
|
}
|
|
});
|
|
|
|
}, TaskPriority);
|
|
|
|
UE::Tasks::FTaskEvent AllocateUploadBuffersTask{ UE_SOURCE_LOCATION };
|
|
|
|
UE::Tasks::FTask SubmitBufferUploadsTask = AddCommandListSetupTask([this, AllocateUploadBuffersTask] (FRHICommandListBase& RHICmdListTask) mutable
|
|
{
|
|
SubmitBufferUploads(RHICmdListTask, &AllocateUploadBuffersTask);
|
|
|
|
}, BufferNumElementsCallbacksTask, TaskPriority);
|
|
|
|
Compile();
|
|
|
|
CollectPassBarriersTask = AddSetupTask([this]
|
|
{
|
|
CompilePassBarriers();
|
|
CollectPassBarriers();
|
|
|
|
}, TaskPriority);
|
|
|
|
if (ParallelExecute.bEnabled)
|
|
{
|
|
AddSetupTask([this] { SetupParallelExecute(); });
|
|
}
|
|
|
|
UE::Tasks::FTask AllocatePooledBuffersTask;
|
|
UE::Tasks::FTask AllocatePooledTexturesTask;
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_RDG_CollectResourcesTime);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RDG_CollectResources);
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::CollectResources", FColor::Magenta);
|
|
|
|
EnumerateExtendedLifetimeResources(Textures, [](FRDGTexture* Texture)
|
|
{
|
|
++Texture->ReferenceCount;
|
|
});
|
|
|
|
EnumerateExtendedLifetimeResources(Buffers, [](FRDGBuffer* Buffer)
|
|
{
|
|
++Buffer->ReferenceCount;
|
|
});
|
|
|
|
PrepareCollectResourcesTask.Wait();
|
|
|
|
// Null out any culled external resources so that the reference is freed up.
|
|
|
|
for (const auto& Pair : ExternalTextures)
|
|
{
|
|
FRDGTexture* Texture = Pair.Value;
|
|
|
|
if (Texture->IsCulled())
|
|
{
|
|
CollectDeallocateTexture(CollectResourceContext, ProloguePassHandle, Texture, 0);
|
|
}
|
|
}
|
|
|
|
for (const auto& Pair : ExternalBuffers)
|
|
{
|
|
FRDGBuffer* Buffer = Pair.Value;
|
|
|
|
if (Buffer->IsCulled())
|
|
{
|
|
CollectDeallocateBuffer(CollectResourceContext, ProloguePassHandle, Buffer, 0);
|
|
}
|
|
}
|
|
|
|
for (FRDGPassHandle PassHandle = ProloguePassHandle; PassHandle <= EpiloguePassHandle; ++PassHandle)
|
|
{
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
if (!Pass->bCulled)
|
|
{
|
|
CollectAllocations(CollectResourceContext, Pass);
|
|
CollectDeallocations(CollectResourceContext, Pass);
|
|
}
|
|
}
|
|
|
|
EnumerateExtendedLifetimeResources(Textures, [&](FRDGTextureRef Texture)
|
|
{
|
|
CollectDeallocateTexture(CollectResourceContext, EpiloguePassHandle, Texture, 1);
|
|
});
|
|
|
|
EnumerateExtendedLifetimeResources(Buffers, [&](FRDGBufferRef Buffer)
|
|
{
|
|
CollectDeallocateBuffer(CollectResourceContext, EpiloguePassHandle, Buffer, 1);
|
|
});
|
|
|
|
BufferNumElementsCallbacksTask.Wait();
|
|
|
|
AllocatePooledBuffersTask = AddCommandListSetupTask([this, PooledBuffers = MoveTemp(CollectResourceContext.PooledBuffers)] (FRHICommandListBase& RHICmdListTask)
|
|
{
|
|
AllocatePooledBuffers(RHICmdListTask, PooledBuffers);
|
|
|
|
}, AllocateUploadBuffersTask, TaskPriority);
|
|
|
|
AllocatePooledTexturesTask = AddCommandListSetupTask([this, PooledTextures = MoveTemp(CollectResourceContext.PooledTextures)] (FRHICommandListBase& RHICmdListTask)
|
|
{
|
|
AllocatePooledTextures(RHICmdListTask, PooledTextures);
|
|
|
|
}, TaskPriority);
|
|
|
|
AllocateTransientResources(MoveTemp(CollectResourceContext.TransientResources));
|
|
|
|
AddSetupTask([this]
|
|
{
|
|
FinalizeResources();
|
|
|
|
}, MakeArrayView<UE::Tasks::FTask>({ CollectPassBarriersTask, AllocatePooledBuffersTask, AllocatePooledTexturesTask }), TaskPriority);
|
|
|
|
CreateViewsTask = AddCommandListSetupTask([this, Views = MoveTemp(CollectResourceContext.Views)] (FRHICommandListBase& RHICmdListTask)
|
|
{
|
|
CreateViews(RHICmdListTask, Views);
|
|
|
|
}, MakeArrayView<UE::Tasks::FTask>({ AllocatePooledBuffersTask, AllocatePooledTexturesTask, SubmitBufferUploadsTask}), TaskPriority);
|
|
|
|
if (TransientResourceAllocator)
|
|
{
|
|
#if RDG_ENABLE_TRACE
|
|
TransientResourceAllocator->Flush(RHICmdList, Trace.IsEnabled() ? &Trace.TransientAllocationStats : nullptr);
|
|
#else
|
|
TransientResourceAllocator->Flush(RHICmdList);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
AddSetupTask([this, UniformBuffers = MoveTemp(CollectResourceContext.UniformBuffers)]
|
|
{
|
|
CreateUniformBuffers(UniformBuffers);
|
|
|
|
}, CreateViewsTask, TaskPriority); // Uniform buffer creation require views to be valid.
|
|
|
|
AllocatePooledBuffersTask.Wait();
|
|
AllocatePooledTexturesTask.Wait();
|
|
}
|
|
else
|
|
{
|
|
SubmitBufferUploads(RHICmdList);
|
|
FinalizeResources();
|
|
}
|
|
|
|
SubmitParallelSetupTasks();
|
|
EndFlushResourcesRHI();
|
|
WaitForParallelSetupTasks();
|
|
|
|
if (ParallelExecute.DispatchTaskEvent)
|
|
{
|
|
// Launch a task to absorb the cost of waking up threads and avoid stalling the render thread.
|
|
UE::Tasks::Launch(UE_SOURCE_LOCATION, [this] { ParallelExecute.DispatchTaskEvent->Trigger(); });
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(GRDGAllowRHIAccess = ParallelExecute.bEnabled);
|
|
IF_RDG_ENABLE_TRACE(Trace.OutputGraphBegin());
|
|
|
|
ERHIPipeline OriginalPipeline = RHICmdList.GetPipeline();
|
|
if (!IsImmediateMode())
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::ExecutePasses", FColor::Magenta);
|
|
SCOPE_CYCLE_COUNTER(STAT_RDG_ExecuteTime);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RDG_Execute);
|
|
|
|
FRDGPass* PrevSerialPass = nullptr;
|
|
TArray<FRHICommandListImmediate::FQueuedCommandList> QueuedCmdLists;
|
|
|
|
auto FlushParallel = [&]()
|
|
{
|
|
if (QueuedCmdLists.Num())
|
|
{
|
|
RHICmdList.QueueAsyncCommandListSubmit(QueuedCmdLists);
|
|
QueuedCmdLists.Reset();
|
|
}
|
|
};
|
|
|
|
for (FRDGPassHandle PassHandle = ProloguePassHandle; PassHandle <= EpiloguePassHandle; ++PassHandle)
|
|
{
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
if (Pass->bCulled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (Pass->bParallelExecute)
|
|
{
|
|
if (PrevSerialPass)
|
|
{
|
|
PopPreScopes(RHICmdList, PrevSerialPass);
|
|
PrevSerialPass = nullptr;
|
|
}
|
|
|
|
if (Pass->bParallelExecuteBegin)
|
|
{
|
|
FParallelPassSet& ParallelPassSet = ParallelExecute.ParallelPassSets[Pass->ParallelPassSetIndex];
|
|
check(ParallelPassSet.CmdList != nullptr);
|
|
|
|
QueuedCmdLists.Add(ParallelPassSet);
|
|
|
|
if (ParallelPassSet.bDispatchAfterExecute)
|
|
{
|
|
FlushParallel();
|
|
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!PrevSerialPass)
|
|
{
|
|
FlushParallel();
|
|
PushPreScopes(RHICmdList, Pass);
|
|
}
|
|
|
|
PrevSerialPass = Pass;
|
|
ExecutePass(Pass, RHICmdList);
|
|
|
|
if (Pass->bDispatchAfterExecute)
|
|
{
|
|
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
|
|
}
|
|
|
|
if (GRDGDebugFlushGPU && !GRDGAsyncCompute)
|
|
{
|
|
RHICmdList.SubmitCommandsAndFlushGPU();
|
|
RHICmdList.BlockUntilGPUIdle();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PrevSerialPass)
|
|
{
|
|
PopPreScopes(RHICmdList, PrevSerialPass);
|
|
PrevSerialPass = nullptr;
|
|
}
|
|
|
|
FlushParallel();
|
|
}
|
|
else
|
|
{
|
|
ExecutePass(EpiloguePass, RHICmdList);
|
|
}
|
|
|
|
RHICmdList.SwitchPipeline(OriginalPipeline);
|
|
RHICmdList.SetStaticUniformBuffers({});
|
|
|
|
#if WITH_MGPU
|
|
if (bForceCopyCrossGPU)
|
|
{
|
|
ForceCopyCrossGPU();
|
|
}
|
|
#endif
|
|
|
|
RHICmdList.SetTrackedAccess(EpilogueResourceAccesses);
|
|
|
|
// Wait on the actual parallel execute tasks in the Execute call. When draining is okay to let them overlap with other graph setup.
|
|
// This also needs to be done before extraction of external resources to be consistent with non-parallel rendering.
|
|
if (!ParallelExecute.Tasks.IsEmpty())
|
|
{
|
|
UE::Tasks::Wait(ParallelExecute.Tasks);
|
|
ParallelExecute.Tasks.Empty();
|
|
}
|
|
|
|
for (const FExtractedTexture& ExtractedTexture : ExtractedTextures)
|
|
{
|
|
check(ExtractedTexture.Texture->RenderTarget);
|
|
*ExtractedTexture.PooledTexture = ExtractedTexture.Texture->RenderTarget;
|
|
}
|
|
|
|
for (const FExtractedBuffer& ExtractedBuffer : ExtractedBuffers)
|
|
{
|
|
check(ExtractedBuffer.Buffer->PooledBuffer);
|
|
*ExtractedBuffer.PooledBuffer = ExtractedBuffer.Buffer->PooledBuffer;
|
|
}
|
|
|
|
IF_RDG_ENABLE_TRACE(Trace.OutputGraphEnd(*this));
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExecuteEnd());
|
|
IF_RDG_ENABLE_DEBUG(GRDGAllowRHIAccess = false);
|
|
|
|
#if RDG_STATS
|
|
GRDGStatBufferCount += Buffers.Num();
|
|
GRDGStatTextureCount += Textures.Num();
|
|
GRDGStatViewCount += Views.Num();
|
|
GRDGStatMemoryWatermark = FMath::Max(GRDGStatMemoryWatermark, Allocators.GetByteCount());
|
|
#endif
|
|
|
|
RasterPassCount = 0;
|
|
AsyncComputePassCount = 0;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::MarkResourcesAsProduced(FRDGPass* Pass)
|
|
{
|
|
const auto MarkAsProduced = [&](FRDGViewableResource* Resource)
|
|
{
|
|
Resource->bProduced = true;
|
|
};
|
|
|
|
const auto MarkAsProducedIfWritable = [&](FRDGViewableResource* Resource, ERHIAccess Access)
|
|
{
|
|
if (IsWritableAccess(Access))
|
|
{
|
|
Resource->bProduced = true;
|
|
}
|
|
};
|
|
|
|
Pass->GetParameters().Enumerate([&](FRDGParameter Parameter)
|
|
{
|
|
switch (Parameter.GetType())
|
|
{
|
|
case UBMT_RDG_TEXTURE_UAV:
|
|
if (FRDGTextureUAV* UAV = Parameter.GetAsTextureUAV())
|
|
{
|
|
MarkAsProduced(UAV->GetParent());
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_UAV:
|
|
if (FRDGBufferUAV* UAV = Parameter.GetAsBufferUAV())
|
|
{
|
|
MarkAsProduced(UAV->GetParent());
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_ACCESS:
|
|
{
|
|
if (FRDGTextureAccess TextureAccess = Parameter.GetAsTextureAccess())
|
|
{
|
|
MarkAsProducedIfWritable(TextureAccess.GetTexture(), TextureAccess.GetAccess());
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_ACCESS_ARRAY:
|
|
{
|
|
const FRDGTextureAccessArray& TextureAccessArray = Parameter.GetAsTextureAccessArray();
|
|
|
|
for (FRDGTextureAccess TextureAccess : TextureAccessArray)
|
|
{
|
|
MarkAsProducedIfWritable(TextureAccess.GetTexture(), TextureAccess.GetAccess());
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_ACCESS:
|
|
if (FRDGBufferAccess BufferAccess = Parameter.GetAsBufferAccess())
|
|
{
|
|
MarkAsProducedIfWritable(BufferAccess.GetBuffer(), BufferAccess.GetAccess());
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_ACCESS_ARRAY:
|
|
{
|
|
const FRDGBufferAccessArray& BufferAccessArray = Parameter.GetAsBufferAccessArray();
|
|
|
|
for (FRDGBufferAccess BufferAccess : BufferAccessArray)
|
|
{
|
|
MarkAsProducedIfWritable(BufferAccess.GetBuffer(), BufferAccess.GetAccess());
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RENDER_TARGET_BINDING_SLOTS:
|
|
{
|
|
const FRenderTargetBindingSlots& RenderTargets = Parameter.GetAsRenderTargetBindingSlots();
|
|
|
|
RenderTargets.Enumerate([&](FRenderTargetBinding RenderTarget)
|
|
{
|
|
MarkAsProduced(RenderTarget.GetTexture());
|
|
|
|
if (FRDGTexture* ResolveTexture = RenderTarget.GetResolveTexture())
|
|
{
|
|
MarkAsProduced(ResolveTexture);
|
|
}
|
|
});
|
|
|
|
const FDepthStencilBinding& DepthStencil = RenderTargets.DepthStencil;
|
|
|
|
if (DepthStencil.GetDepthStencilAccess().IsAnyWrite())
|
|
{
|
|
MarkAsProduced(DepthStencil.GetTexture());
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
});
|
|
}
|
|
|
|
void FRDGBuilder::SetupPassDependencies(FRDGPass* Pass)
|
|
{
|
|
bool bIsCullRootProducer = false;
|
|
|
|
for (auto& PassState : Pass->TextureStates)
|
|
{
|
|
FRDGTextureRef Texture = PassState.Texture;
|
|
auto& LastProducers = Texture->LastProducers;
|
|
|
|
Texture->ReferenceCount += PassState.ReferenceCount;
|
|
|
|
for (uint32 Index = 0, Count = LastProducers.Num(); Index < Count; ++Index)
|
|
{
|
|
const FRDGSubresourceState* SubresourceState = PassState.State[Index];
|
|
|
|
if (!SubresourceState)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FRDGProducerState ProducerState;
|
|
ProducerState.Pass = Pass;
|
|
ProducerState.Access = SubresourceState->Access;
|
|
ProducerState.NoUAVBarrierHandle = SubresourceState->NoUAVBarrierFilter.GetUniqueHandle();
|
|
|
|
bIsCullRootProducer |= AddCullingDependency(LastProducers[Index], ProducerState, Pass->Pipeline) && Texture->IsCullRoot();
|
|
}
|
|
}
|
|
|
|
for (auto& PassState : Pass->BufferStates)
|
|
{
|
|
FRDGBufferRef Buffer = PassState.Buffer;
|
|
const FRDGSubresourceState& SubresourceState = PassState.State;
|
|
|
|
Buffer->ReferenceCount += PassState.ReferenceCount;
|
|
|
|
FRDGProducerState ProducerState;
|
|
ProducerState.Pass = Pass;
|
|
ProducerState.Access = SubresourceState.Access;
|
|
ProducerState.NoUAVBarrierHandle = SubresourceState.NoUAVBarrierFilter.GetUniqueHandle();
|
|
|
|
bIsCullRootProducer |= AddCullingDependency(Buffer->LastProducer, ProducerState, Pass->Pipeline) && Buffer->IsCullRoot();
|
|
}
|
|
|
|
const bool bCullPasses = GRDGCullPasses > 0;
|
|
Pass->bCulled = bCullPasses;
|
|
|
|
if (bCullPasses && (bIsCullRootProducer || Pass->bHasExternalOutputs || EnumHasAnyFlags(Pass->Flags, ERDGPassFlags::NeverCull)))
|
|
{
|
|
CullPassStack.Emplace(Pass);
|
|
|
|
FlushCullStack();
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::SetupPassResources(FRDGPass* Pass)
|
|
{
|
|
const FRDGParameterStruct PassParameters = Pass->GetParameters();
|
|
const FRDGPassHandle PassHandle = Pass->Handle;
|
|
const ERDGPassFlags PassFlags = Pass->Flags;
|
|
const ERHIPipeline PassPipeline = Pass->Pipeline;
|
|
|
|
bool bRenderPassOnlyWrites = true;
|
|
|
|
const auto TryAddView = [&](FRDGViewRef View)
|
|
{
|
|
if (View && View->LastPass != PassHandle)
|
|
{
|
|
View->LastPass = PassHandle;
|
|
Pass->Views.Add(View->Handle);
|
|
}
|
|
};
|
|
|
|
Pass->Views.Reserve(PassParameters.GetBufferParameterCount() + PassParameters.GetTextureParameterCount());
|
|
Pass->TextureStates.Reserve(PassParameters.GetTextureParameterCount() + (PassParameters.HasRenderTargets() ? (MaxSimultaneousRenderTargets + 1) : 0));
|
|
EnumerateTextureAccess(PassParameters, PassFlags, [&](FRDGViewRef TextureView, FRDGTextureRef Texture, ERHIAccess Access, ERDGTextureAccessFlags AccessFlags, FRDGTextureSubresourceRange Range)
|
|
{
|
|
TryAddView(TextureView);
|
|
|
|
if (Texture->AccessModeState.IsExternalAccess() && !Pass->bExternalAccessPass)
|
|
{
|
|
// Resources in external access mode are expected to remain in the same state and are ignored by the graph.
|
|
// As only External | Extracted resources can be set as external by the user, the graph doesn't need to track
|
|
// them any more for culling / transition purposes. Validation checks that these invariants are true.
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExternalAccess(Texture, Access, Pass));
|
|
return;
|
|
}
|
|
|
|
const FRDGViewHandle NoUAVBarrierHandle = GetHandleIfNoUAVBarrier(TextureView);
|
|
const EResourceTransitionFlags TransitionFlags = GetTextureViewTransitionFlags(TextureView, Texture);
|
|
|
|
FRDGPass::FTextureState* PassState;
|
|
|
|
if (Texture->LastPass != PassHandle)
|
|
{
|
|
Texture->LastPass = PassHandle;
|
|
Texture->PassStateIndex = static_cast<uint16>(Pass->TextureStates.Num());
|
|
|
|
PassState = &Pass->TextureStates.Emplace_GetRef(Texture);
|
|
}
|
|
else
|
|
{
|
|
PassState = &Pass->TextureStates[Texture->PassStateIndex];
|
|
}
|
|
|
|
PassState->ReferenceCount++;
|
|
|
|
EnumerateSubresourceRange(PassState->State, Texture->Layout, Range, [&](FRDGSubresourceState*& State)
|
|
{
|
|
if (!State)
|
|
{
|
|
State = AllocSubresource();
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddSubresourceAccess(Texture, *State, Access));
|
|
|
|
State->Access = MakeValidAccess(State->Access, Access);
|
|
State->Flags |= TransitionFlags;
|
|
State->NoUAVBarrierFilter.AddHandle(NoUAVBarrierHandle);
|
|
State->SetPass(PassPipeline, PassHandle);
|
|
});
|
|
|
|
if (IsWritableAccess(Access))
|
|
{
|
|
bRenderPassOnlyWrites &= EnumHasAnyFlags(AccessFlags, ERDGTextureAccessFlags::RenderTarget);
|
|
|
|
// When running in parallel this is set via MarkResourcesAsProduced. We also can't touch this as its a bitfield and not atomic.
|
|
if (!ParallelSetup.bEnabled)
|
|
{
|
|
Texture->bProduced = true;
|
|
}
|
|
}
|
|
});
|
|
|
|
Pass->BufferStates.Reserve(PassParameters.GetBufferParameterCount());
|
|
EnumerateBufferAccess(PassParameters, PassFlags, [&](FRDGViewRef BufferView, FRDGBufferRef Buffer, ERHIAccess Access)
|
|
{
|
|
TryAddView(BufferView);
|
|
|
|
if (Buffer->AccessModeState.IsExternalAccess() && !Pass->bExternalAccessPass)
|
|
{
|
|
// Resources in external access mode are expected to remain in the same state and are ignored by the graph.
|
|
// As only External | Extracted resources can be set as external by the user, the graph doesn't need to track
|
|
// them any more for culling / transition purposes. Validation checks that these invariants are true.
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExternalAccess(Buffer, Access, Pass));
|
|
return;
|
|
}
|
|
|
|
const FRDGViewHandle NoUAVBarrierHandle = GetHandleIfNoUAVBarrier(BufferView);
|
|
|
|
FRDGPass::FBufferState* PassState;
|
|
|
|
if (Buffer->LastPass != PassHandle)
|
|
{
|
|
Buffer->LastPass = PassHandle;
|
|
Buffer->PassStateIndex = Pass->BufferStates.Num();
|
|
|
|
PassState = &Pass->BufferStates.Emplace_GetRef(Buffer);
|
|
}
|
|
else
|
|
{
|
|
PassState = &Pass->BufferStates[Buffer->PassStateIndex];
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddSubresourceAccess(Buffer, PassState->State, Access));
|
|
|
|
PassState->ReferenceCount++;
|
|
PassState->State.Access = MakeValidAccess(PassState->State.Access, Access);
|
|
PassState->State.NoUAVBarrierFilter.AddHandle(NoUAVBarrierHandle);
|
|
PassState->State.SetPass(PassPipeline, PassHandle);
|
|
|
|
if (IsWritableAccess(Access))
|
|
{
|
|
bRenderPassOnlyWrites = false;
|
|
|
|
// When running in parallel this is set via MarkResourcesAsProduced. We also can't touch this as its a bitfield and not atomic.
|
|
if (!ParallelSetup.bEnabled)
|
|
{
|
|
Buffer->bProduced = true;
|
|
}
|
|
}
|
|
});
|
|
|
|
Pass->bEmptyParameters = !Pass->TextureStates.Num() && !Pass->BufferStates.Num();
|
|
Pass->bRenderPassOnlyWrites = bRenderPassOnlyWrites;
|
|
Pass->bHasExternalOutputs = PassParameters.HasExternalOutputs();
|
|
|
|
Pass->UniformBuffers.Reserve(PassParameters.GetUniformBufferParameterCount());
|
|
PassParameters.EnumerateUniformBuffers([&](FRDGUniformBufferBinding UniformBuffer)
|
|
{
|
|
Pass->UniformBuffers.Emplace(UniformBuffer.GetUniformBuffer()->Handle);
|
|
});
|
|
|
|
if (ParallelSetup.bEnabled)
|
|
{
|
|
SetupPassDependencies(Pass);
|
|
|
|
for (FRDGPass::FExternalAccessOp Op : Pass->ExternalAccessOps)
|
|
{
|
|
Op.Resource->AccessModeState.ActiveMode = Op.Mode;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::SetupPassInternals(FRDGPass* Pass)
|
|
{
|
|
const FRDGPassHandle PassHandle = Pass->Handle;
|
|
const ERDGPassFlags PassFlags = Pass->Flags;
|
|
const ERHIPipeline PassPipeline = Pass->Pipeline;
|
|
|
|
Pass->PrologueBarrierPass = PassHandle;
|
|
Pass->EpilogueBarrierPass = PassHandle;
|
|
|
|
if (Pass->Pipeline == ERHIPipeline::Graphics)
|
|
{
|
|
Pass->ResourcesToBegin.Add(Pass);
|
|
Pass->ResourcesToEnd.Add(Pass);
|
|
}
|
|
|
|
AsyncComputePassCount += EnumHasAnyFlags(PassFlags, ERDGPassFlags::AsyncCompute) ? 1 : 0;
|
|
RasterPassCount += EnumHasAnyFlags(PassFlags, ERDGPassFlags::Raster) ? 1 : 0;
|
|
|
|
#if WITH_MGPU
|
|
Pass->GPUMask = RHICmdList.GetGPUMask();
|
|
#endif
|
|
|
|
#if RDG_STATS
|
|
GRDGStatPassCount++;
|
|
#endif
|
|
|
|
Pass->Scope = ScopeState.Current;
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
if (GRDGValidation != 0 && Pass->Scope)
|
|
{
|
|
Pass->FullPathIfDebug = Pass->Scope->GetFullPath(Pass->Name);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FRDGBuilder::SetupAuxiliaryPasses(FRDGPass* Pass)
|
|
{
|
|
if (IsImmediateMode() && !Pass->bSentinel)
|
|
{
|
|
SCOPED_NAMED_EVENT(FRDGBuilder_ExecutePass, FColor::Emerald);
|
|
RDG_ALLOW_RHI_ACCESS_SCOPE();
|
|
|
|
for (auto& PassState : Pass->TextureStates)
|
|
{
|
|
FRDGTexture* Texture = PassState.Texture;
|
|
|
|
if (Texture->ResourceRHI)
|
|
{
|
|
Texture->bCollectForAllocate = false;
|
|
}
|
|
|
|
for (FRDGSubresourceState*& SubresourceState : Texture->State)
|
|
{
|
|
if (!SubresourceState)
|
|
{
|
|
SubresourceState = &PrologueSubresourceState;
|
|
}
|
|
}
|
|
|
|
PassState.MergeState = PassState.State;
|
|
}
|
|
|
|
for (auto& PassState : Pass->BufferStates)
|
|
{
|
|
FRDGBuffer* Buffer = PassState.Buffer;
|
|
|
|
if (Buffer->ResourceRHI || Buffer->bQueuedForUpload)
|
|
{
|
|
Buffer->bCollectForAllocate = false;
|
|
}
|
|
|
|
if (!Buffer->State)
|
|
{
|
|
Buffer->State = &PrologueSubresourceState;
|
|
}
|
|
|
|
PassState.MergeState = &PassState.State;
|
|
}
|
|
|
|
check(!EnumHasAnyFlags(Pass->Pipeline, ERHIPipeline::AsyncCompute));
|
|
check(ParallelSetup.Tasks.IsEmpty());
|
|
|
|
FCollectResourceContext Context;
|
|
SubmitBufferUploads(RHICmdList);
|
|
CompilePassOps(Pass);
|
|
CollectAllocations(Context, Pass);
|
|
AllocatePooledTextures(RHICmdList, Context.PooledTextures);
|
|
AllocatePooledBuffers(RHICmdList, Context.PooledBuffers);
|
|
CreateViews(RHICmdList, Context.Views);
|
|
CreateUniformBuffers(Context.UniformBuffers);
|
|
CollectPassBarriers(Pass->Handle);
|
|
CreatePassBarriers();
|
|
ExecutePass(Pass, RHICmdList);
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(VisualizePassOutputs(Pass));
|
|
|
|
#if RDG_DUMP_RESOURCES
|
|
DumpResourcePassOutputs(Pass);
|
|
#endif
|
|
}
|
|
|
|
FRDGPass* FRDGBuilder::SetupParameterPass(FRDGPass* Pass)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddPass(Pass, AuxiliaryPasses.IsActive()));
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE_CONDITIONAL(RDGBuilder_SetupPass, GRDGVerboseCSVStats != 0);
|
|
|
|
#if RDG_EVENTS
|
|
TOptional<TRDGEventScopeGuard<FRDGScope_RHI>> PassNameScope;
|
|
if (ScopeState.ScopeMode == ERDGScopeMode::AllEventsAndPassNames)
|
|
{
|
|
FRDGEventName Name = Pass->GetEventName();
|
|
PassNameScope.Emplace(*this, ERDGScopeFlags::None, MoveTemp(Name));
|
|
}
|
|
#endif
|
|
|
|
SetupPassInternals(Pass);
|
|
|
|
if (ParallelSetup.bEnabled)
|
|
{
|
|
MarkResourcesAsProduced(Pass);
|
|
AsyncSetupQueue.Push(FAsyncSetupOp::SetupPassResources(Pass));
|
|
}
|
|
else
|
|
{
|
|
SetupPassResources(Pass);
|
|
}
|
|
|
|
SetupAuxiliaryPasses(Pass);
|
|
return Pass;
|
|
}
|
|
|
|
FRDGPass* FRDGBuilder::SetupEmptyPass(FRDGPass* Pass)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddPass(Pass, AuxiliaryPasses.IsActive()));
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE_CONDITIONAL(RDGBuilder_SetupPass, GRDGVerboseCSVStats != 0);
|
|
|
|
Pass->bEmptyParameters = true;
|
|
SetupPassInternals(Pass);
|
|
SetupAuxiliaryPasses(Pass);
|
|
return Pass;
|
|
}
|
|
|
|
void FRDGBuilder::CompilePassOps(FRDGPass* Pass)
|
|
{
|
|
if (!IsImmediateMode() && Pass->Scope)
|
|
{
|
|
for (FRDGScope* Current = Pass->Scope; Current; Current = Current->Parent)
|
|
{
|
|
if (!Current->CPUFirstPass)
|
|
{
|
|
Current->CPUFirstPass = Pass;
|
|
}
|
|
if (!Current->GPUFirstPass[Pass->Pipeline])
|
|
{
|
|
Current->GPUFirstPass[Pass->Pipeline] = Pass;
|
|
}
|
|
|
|
Current->CPULastPass = Pass;
|
|
Current->GPULastPass[Pass->Pipeline] = Pass;
|
|
}
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::SubmitBufferUploads(FRHICommandListBase& RHICmdListUpload, UE::Tasks::FTaskEvent* AllocateUploadBuffersTask)
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::SubmitBufferUploads", FColor::Magenta);
|
|
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("Allocate", FColor::Magenta);
|
|
UE::TScopeLock Lock(GRenderGraphResourcePool.Mutex);
|
|
|
|
for (FUploadedBuffer& UploadedBuffer : UploadedBuffers)
|
|
{
|
|
FRDGBuffer* Buffer = UploadedBuffer.Buffer;
|
|
if (!Buffer->ResourceRHI)
|
|
{
|
|
SetPooledBufferRHI(Buffer, AllocatePooledBufferRHI(RHICmdListUpload, Buffer));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (AllocateUploadBuffersTask)
|
|
{
|
|
AllocateUploadBuffersTask->Trigger();
|
|
}
|
|
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("Upload", FColor::Magenta);
|
|
|
|
for (FUploadedBuffer& UploadedBuffer : UploadedBuffers)
|
|
{
|
|
FRDGBuffer* Buffer = UploadedBuffer.Buffer;
|
|
|
|
if (UploadedBuffer.DataFillCallback)
|
|
{
|
|
const uint32 DataSize = Buffer->Desc.GetSize();
|
|
void* DestPtr = RHICmdListUpload.LockBuffer(Buffer->GetRHIUnchecked(), 0, DataSize, RLM_WriteOnly);
|
|
UploadedBuffer.DataFillCallback(DestPtr, DataSize);
|
|
RHICmdListUpload.UnlockBuffer(Buffer->GetRHIUnchecked());
|
|
}
|
|
else
|
|
{
|
|
if (UploadedBuffer.bUseDataCallbacks)
|
|
{
|
|
UploadedBuffer.Data = UploadedBuffer.DataCallback();
|
|
UploadedBuffer.DataSize = UploadedBuffer.DataSizeCallback();
|
|
}
|
|
|
|
if (UploadedBuffer.Data && UploadedBuffer.DataSize)
|
|
{
|
|
check(UploadedBuffer.DataSize <= Buffer->Desc.GetSize());
|
|
void* DestPtr = RHICmdListUpload.LockBuffer(Buffer->GetRHIUnchecked(), 0, UploadedBuffer.DataSize, RLM_WriteOnly);
|
|
FMemory::Memcpy(DestPtr, UploadedBuffer.Data, UploadedBuffer.DataSize);
|
|
RHICmdListUpload.UnlockBuffer(Buffer->GetRHIUnchecked());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
UploadedBuffers.Reset();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::SetupParallelExecute()
|
|
{
|
|
SCOPED_NAMED_EVENT(SetupParallelExecute, FColor::Emerald);
|
|
FRDGAllocatorScope AllocatorScope(Allocators.Task);
|
|
TArray<FRDGPass*, TInlineAllocator<64, FRDGArrayAllocator>> ParallelPassCandidates;
|
|
uint32 ParallelPassCandidatesWorkload = 0;
|
|
bool bDispatchAfterExecute = false;
|
|
|
|
const auto FlushParallelPassCandidates = [&]()
|
|
{
|
|
if (ParallelPassCandidates.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
int32 PassBeginIndex = 0;
|
|
int32 PassEndIndex = ParallelPassCandidates.Num();
|
|
|
|
// It's possible that the first pass is inside a merged RHI render pass region. If so, we must push it forward until after the render pass ends.
|
|
if (const FRDGPass* FirstPass = ParallelPassCandidates[PassBeginIndex]; FirstPass->PrologueBarrierPass < FirstPass->Handle)
|
|
{
|
|
const FRDGPass* EpilogueBarrierPass = Passes[FirstPass->EpilogueBarrierPass];
|
|
|
|
for (; PassBeginIndex < ParallelPassCandidates.Num(); ++PassBeginIndex)
|
|
{
|
|
if (ParallelPassCandidates[PassBeginIndex] == EpilogueBarrierPass)
|
|
{
|
|
++PassBeginIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PassBeginIndex < PassEndIndex)
|
|
{
|
|
// It's possible that the last pass is inside a merged RHI render pass region. If so, we must push it backwards until after the render pass begins.
|
|
if (FRDGPass* LastPass = ParallelPassCandidates.Last(); LastPass->EpilogueBarrierPass > LastPass->Handle)
|
|
{
|
|
FRDGPass* PrologueBarrierPass = Passes[LastPass->PrologueBarrierPass];
|
|
|
|
while (PassEndIndex > PassBeginIndex)
|
|
{
|
|
if (ParallelPassCandidates[--PassEndIndex] == PrologueBarrierPass)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const int32 ParallelPassCandidateCount = PassEndIndex - PassBeginIndex;
|
|
|
|
if (ParallelPassCandidateCount >= GRDGParallelExecutePassMin)
|
|
{
|
|
FRDGPass* PassBegin = ParallelPassCandidates[PassBeginIndex];
|
|
PassBegin->bParallelExecuteBegin = 1;
|
|
PassBegin->ParallelPassSetIndex = ParallelExecute.ParallelPassSets.Num();
|
|
|
|
FRDGPass* PassEnd = ParallelPassCandidates[PassEndIndex - 1];
|
|
PassEnd->bParallelExecuteEnd = 1;
|
|
PassEnd->ParallelPassSetIndex = ParallelExecute.ParallelPassSets.Num();
|
|
|
|
for (int32 PassIndex = PassBeginIndex; PassIndex < PassEndIndex; ++PassIndex)
|
|
{
|
|
ParallelPassCandidates[PassIndex]->bParallelExecute = 1;
|
|
}
|
|
|
|
FParallelPassSet& ParallelPassSet = ParallelExecute.ParallelPassSets.Emplace_GetRef();
|
|
ParallelPassSet.Passes.Append(ParallelPassCandidates.GetData() + PassBeginIndex, ParallelPassCandidateCount);
|
|
ParallelPassSet.bDispatchAfterExecute = bDispatchAfterExecute;
|
|
}
|
|
|
|
ParallelPassCandidates.Reset();
|
|
ParallelPassCandidatesWorkload = 0;
|
|
bDispatchAfterExecute = false;
|
|
};
|
|
|
|
ParallelExecute.ParallelPassSets.Reserve(32);
|
|
ParallelPassCandidates.Emplace(ProloguePass);
|
|
|
|
for (FRDGPassHandle PassHandle = GetProloguePassHandle() + 1; PassHandle < GetEpiloguePassHandle(); ++PassHandle)
|
|
{
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
if (Pass->bCulled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!Pass->bParallelExecuteAllowed)
|
|
{
|
|
FlushParallelPassCandidates();
|
|
continue;
|
|
}
|
|
|
|
bDispatchAfterExecute |= Pass->bDispatchAfterExecute;
|
|
|
|
ParallelPassCandidates.Emplace(Pass);
|
|
|
|
if (!Pass->bSkipRenderPassBegin && !Pass->bSkipRenderPassEnd)
|
|
{
|
|
ParallelPassCandidatesWorkload += Pass->Workload;
|
|
}
|
|
|
|
if (ParallelPassCandidatesWorkload >= (uint32)GRDGParallelExecutePassMax)
|
|
{
|
|
FlushParallelPassCandidates();
|
|
}
|
|
}
|
|
|
|
ParallelPassCandidates.Emplace(EpiloguePass);
|
|
FlushParallelPassCandidates();
|
|
|
|
check(ParallelExecute.Tasks.IsEmpty());
|
|
ParallelExecute.Tasks.Reserve(ParallelExecute.ParallelPassSets.Num());
|
|
ParallelExecute.DispatchTaskEvent.Emplace(UE_SOURCE_LOCATION);
|
|
|
|
for (FParallelPassSet& ParallelPassSet : ParallelExecute.ParallelPassSets)
|
|
{
|
|
FRHICommandList* RHICmdListPass = new FRHICommandList(FRHIGPUMask::All());
|
|
ParallelPassSet.CmdList = RHICmdListPass;
|
|
|
|
ParallelExecute.Tasks.Emplace(UE::Tasks::Launch(TEXT("FRDGBuilder::ParallelExecute"), [this, &ParallelPassSet, RHICmdListPass]
|
|
{
|
|
SCOPED_NAMED_EVENT(ParallelExecute, FColor::Emerald);
|
|
FOptionalTaskTagScope TagScope(ETaskTag::EParallelRenderingThread);
|
|
|
|
#if WITH_RHI_BREADCRUMBS
|
|
// Push all the CPU breadcrumbs this RDG builder is executing under
|
|
// (i.e. push to the top breadcrumb on the render thread stack when Execute() was called).
|
|
FRHIBreadcrumbNode::WalkIn(LocalCurrentBreadcrumb);
|
|
#endif
|
|
|
|
PushPreScopes(*RHICmdListPass, ParallelPassSet.Passes[0]);
|
|
{
|
|
for (FRDGPass* Pass : ParallelPassSet.Passes)
|
|
{
|
|
ExecutePass(Pass, *RHICmdListPass);
|
|
}
|
|
}
|
|
PopPreScopes(*RHICmdListPass, ParallelPassSet.Passes[ParallelPassSet.Passes.Num() - 1]);
|
|
|
|
#if WITH_RHI_BREADCRUMBS
|
|
// Restore breadcrumbs we pushed above.
|
|
FRHIBreadcrumbNode::WalkOut(LocalCurrentBreadcrumb);
|
|
#endif
|
|
|
|
RHICmdListPass->FinishRecording();
|
|
|
|
}, *ParallelExecute.DispatchTaskEvent, LowLevelTasks::ETaskPriority::High));
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::AllocatePooledTextures(FRHICommandListBase& InRHICmdList, TConstArrayView<FCollectResourceOp> Ops)
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::AllocatePooledTextures", FColor::Magenta);
|
|
UE::TScopeLock Lock(GRenderTargetPool.Mutex);
|
|
|
|
for (FCollectResourceOp Op : Ops)
|
|
{
|
|
FRDGTexture* Texture = Textures[FRDGTextureHandle(Op.ResourceIndex)];
|
|
|
|
switch (Op.Op)
|
|
{
|
|
case FCollectResourceOp::EOp::Allocate:
|
|
SetPooledRenderTargetRHI(Texture, AllocatePooledRenderTargetRHI(InRHICmdList, Texture));
|
|
break;
|
|
case FCollectResourceOp::EOp::Deallocate:
|
|
if (static_cast<FPooledRenderTarget*>(Texture->RenderTarget)->IsTracked())
|
|
{
|
|
// This releases the reference without invoking a virtual function call.
|
|
TRefCountPtr<FPooledRenderTarget>(MoveTemp(Texture->Allocation));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (FCollectResourceOp Op : Ops)
|
|
{
|
|
FRDGTexture* Texture = Textures[FRDGTextureHandle(Op.ResourceIndex)];
|
|
|
|
if (!Texture->bSkipLastTransition)
|
|
{
|
|
// Hold the last reference in a chain of pooled allocations.
|
|
Texture->Allocation = Texture->RenderTarget;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::AllocatePooledBuffers(FRHICommandListBase& InRHICmdList, TConstArrayView<FCollectResourceOp> Ops)
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::AllocatePooledBuffers", FColor::Magenta);
|
|
UE::TScopeLock Lock(GRenderGraphResourcePool.Mutex);
|
|
|
|
for (FCollectResourceOp Op : Ops)
|
|
{
|
|
FRDGBuffer* Buffer = Buffers[FRDGBufferHandle(Op.ResourceIndex)];
|
|
|
|
switch (Op.Op)
|
|
{
|
|
case FCollectResourceOp::EOp::Allocate:
|
|
SetPooledBufferRHI(Buffer, AllocatePooledBufferRHI(InRHICmdList, Buffer));
|
|
break;
|
|
case FCollectResourceOp::EOp::Deallocate:
|
|
Buffer->Allocation = nullptr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (FCollectResourceOp Op : Ops)
|
|
{
|
|
FRDGBuffer* Buffer = Buffers[FRDGBufferHandle(Op.ResourceIndex)];
|
|
|
|
if (!Buffer->bSkipLastTransition)
|
|
{
|
|
// Hold the last reference in a chain of pooled allocations.
|
|
Buffer->Allocation = Buffer->PooledBuffer;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::AllocateTransientResources(TConstArrayView<FCollectResourceOp> Ops)
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::AllocateTransientResources", FColor::Magenta);
|
|
for (FCollectResourceOp Op : Ops)
|
|
{
|
|
const FRDGPassHandle PassHandle = Op.PassHandle;
|
|
|
|
switch (Op.Op)
|
|
{
|
|
case FCollectResourceOp::EOp::Allocate:
|
|
{
|
|
if (Op.ResourceType == ERDGViewableResourceType::Buffer)
|
|
{
|
|
FRDGBuffer* Buffer = Buffers[FRDGBufferHandle(Op.ResourceIndex)];
|
|
FRHITransientBuffer* TransientBuffer = TransientResourceAllocator->CreateBuffer(Translate(Buffer->Desc), Buffer->Name, PassHandle.GetIndex());
|
|
|
|
SetTransientBufferRHI(Buffer, TransientBuffer);
|
|
|
|
Buffer->MinAcquirePass = FRDGPassHandle(TransientBuffer->GetAcquirePasses().Min);
|
|
}
|
|
else
|
|
{
|
|
FRDGTexture* Texture = Textures[FRDGTextureHandle(Op.ResourceIndex)];
|
|
FRHITransientTexture* TransientTexture = TransientResourceAllocator->CreateTexture(Texture->Desc, Texture->Name, PassHandle.GetIndex());
|
|
|
|
if (Texture->bExternal || Texture->bExtracted)
|
|
{
|
|
SetPooledRenderTargetRHI(Texture, GRDGTransientResourceAllocator.AllocateRenderTarget(TransientTexture));
|
|
}
|
|
else
|
|
{
|
|
SetTransientTextureRHI(Texture, TransientTexture);
|
|
}
|
|
|
|
Texture->MinAcquirePass = FRDGPassHandle(TransientTexture->GetAcquirePasses().Min);
|
|
}
|
|
}
|
|
break;
|
|
case FCollectResourceOp::EOp::Deallocate:
|
|
{
|
|
if (Op.ResourceType == ERDGViewableResourceType::Buffer)
|
|
{
|
|
FRDGBuffer* Buffer = Buffers[FRDGBufferHandle(Op.ResourceIndex)];
|
|
FRHITransientBuffer* TransientBuffer = Buffer->TransientBuffer;
|
|
TransientResourceAllocator->DeallocateMemory(TransientBuffer, PassHandle.GetIndex());
|
|
|
|
Buffer->MinDiscardPass = FRDGPassHandle(TransientBuffer->GetDiscardPasses().Min);
|
|
Buffer->MaxDiscardPass = FRDGPassHandle(FMath::Min<uint32>(TransientBuffer->GetDiscardPasses().Max, GetEpiloguePassHandle().GetIndex()));
|
|
}
|
|
else
|
|
{
|
|
FRDGTexture* Texture = Textures[FRDGTextureHandle(Op.ResourceIndex)];
|
|
FRHITransientTexture* TransientTexture = Texture->TransientTexture;
|
|
|
|
// Texture is using a transient external render target.
|
|
if (Texture->RenderTarget)
|
|
{
|
|
if (!Texture->bExtracted)
|
|
{
|
|
// This releases the reference without invoking a virtual function call.
|
|
GRDGTransientResourceAllocator.Release(TRefCountPtr<FRDGTransientRenderTarget>(MoveTemp(Texture->Allocation)), PassHandle);
|
|
}
|
|
}
|
|
// Texture is using an internal transient texture.
|
|
else
|
|
{
|
|
TransientResourceAllocator->DeallocateMemory(TransientTexture, PassHandle.GetIndex());
|
|
}
|
|
|
|
if (!TransientTexture->IsAcquired())
|
|
{
|
|
Texture->MinDiscardPass = FRDGPassHandle(TransientTexture->GetDiscardPasses().Min);
|
|
Texture->MaxDiscardPass = FRDGPassHandle(FMath::Min<uint32>(TransientTexture->GetDiscardPasses().Max, GetEpiloguePassHandle().GetIndex()));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CreateViews(FRHICommandListBase& InRHICmdList, TConstArrayView<FRDGViewHandle> ViewsToCreate)
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::CreateViews", FColor::Magenta);
|
|
for (FRDGViewHandle ViewHandle : ViewsToCreate)
|
|
{
|
|
FRDGView* View = Views[ViewHandle];
|
|
|
|
if (!View->ResourceRHI)
|
|
{
|
|
InitViewRHI(InRHICmdList, View);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CreateUniformBuffers(TConstArrayView<FRDGUniformBufferHandle> UniformBuffersToCreate)
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::CreateUniformBuffers", FColor::Magenta);
|
|
for (FRDGUniformBufferHandle UniformBufferHandle : UniformBuffersToCreate)
|
|
{
|
|
FRDGUniformBuffer* UniformBuffer = UniformBuffers[UniformBufferHandle];
|
|
|
|
if (!UniformBuffer->ResourceRHI)
|
|
{
|
|
UniformBuffer->InitRHI();
|
|
}
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Pushes all the CPU scopes above the given pass.
|
|
void FRDGBuilder::PushPreScopes(FRHIComputeCommandList& RHICmdListPass, FRDGPass* FirstPass)
|
|
{
|
|
// Execution of a pass set may start on a mid-frame pass which is nested several levels deep in the
|
|
// scope tree. The executing thread needs to traverse into the scope tree before recording commands.
|
|
|
|
// Skip past CPU scopes that will be pushed by the pass itself
|
|
FRDGScope* Scope = FirstPass->Scope;
|
|
while (Scope && Scope->CPUFirstPass == FirstPass)
|
|
{
|
|
Scope = Scope->Parent;
|
|
}
|
|
|
|
auto Recurse = [&RHICmdListPass](FRDGScope* Current, auto& Recurse)
|
|
{
|
|
if (!Current)
|
|
return;
|
|
|
|
Recurse(Current->Parent, Recurse);
|
|
|
|
Current->BeginCPU(RHICmdListPass, true);
|
|
};
|
|
|
|
Recurse(Scope, Recurse);
|
|
}
|
|
|
|
void FRDGBuilder::PushPassScopes(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass)
|
|
{
|
|
auto Recurse = [Pass, &RHICmdListPass](FRDGScope* Current, auto& Recurse)
|
|
{
|
|
if (!Current)
|
|
return;
|
|
|
|
bool bBeginCPU = Pass == Current->CPUFirstPass;
|
|
bool bBeginGPU = Pass == Current->GPUFirstPass[Pass->Pipeline];
|
|
|
|
if (!(bBeginCPU || bBeginGPU))
|
|
return;
|
|
|
|
Recurse(Current->Parent, Recurse);
|
|
|
|
if (bBeginCPU) { Current->BeginCPU(RHICmdListPass, false); }
|
|
if (bBeginGPU) { Current->BeginGPU(RHICmdListPass); }
|
|
};
|
|
Recurse(Pass->Scope, Recurse);
|
|
}
|
|
|
|
void FRDGBuilder::PopPassScopes(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass)
|
|
{
|
|
for (FRDGScope* Current = Pass->Scope; Current; Current = Current->Parent)
|
|
{
|
|
bool bEndCPU = Pass == Current->CPULastPass;
|
|
bool bEndGPU = Pass == Current->GPULastPass[Pass->Pipeline];
|
|
|
|
if (!(bEndCPU || bEndGPU))
|
|
break;
|
|
|
|
if (bEndGPU) { Current->EndGPU(RHICmdListPass); }
|
|
if (bEndCPU) { Current->EndCPU(RHICmdListPass, false); }
|
|
}
|
|
}
|
|
|
|
// Reverses the CPU scope pushes that PushPreScopes() did.
|
|
void FRDGBuilder::PopPreScopes(FRHIComputeCommandList& RHICmdListPass, FRDGPass* LastPass)
|
|
{
|
|
// Skip past scopes that were popped by the pass itself
|
|
FRDGScope* Scope = LastPass->Scope;
|
|
while (Scope && Scope->CPULastPass == LastPass)
|
|
{
|
|
Scope = Scope->Parent;
|
|
}
|
|
|
|
while (Scope)
|
|
{
|
|
Scope->EndCPU(RHICmdListPass, true);
|
|
Scope = Scope->Parent;
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::ExecutePassPrologue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE_CONDITIONAL(RDGBuilder_ExecutePassPrologue, GRDGVerboseCSVStats != 0);
|
|
|
|
if (!IsImmediateMode())
|
|
{
|
|
PushPassScopes(RHICmdListPass, Pass);
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExecutePassBegin(Pass));
|
|
|
|
const ERDGPassFlags PassFlags = Pass->Flags;
|
|
const ERHIPipeline PassPipeline = Pass->Pipeline;
|
|
|
|
if (Pass->PrologueBarriersToBegin)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(BarrierValidation.ValidateBarrierBatchBegin(Pass, *Pass->PrologueBarriersToBegin));
|
|
Pass->PrologueBarriersToBegin->Submit(RHICmdListPass, PassPipeline);
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(BarrierValidation.ValidateBarrierBatchEnd(Pass, Pass->PrologueBarriersToEnd));
|
|
Pass->PrologueBarriersToEnd.Submit(RHICmdListPass, PassPipeline);
|
|
|
|
if (PassPipeline == ERHIPipeline::AsyncCompute && !Pass->bSentinel && AsyncComputeBudgetState != Pass->AsyncComputeBudget)
|
|
{
|
|
AsyncComputeBudgetState = Pass->AsyncComputeBudget;
|
|
RHICmdListPass.SetAsyncComputeBudget(Pass->AsyncComputeBudget);
|
|
}
|
|
|
|
if (EnumHasAnyFlags(PassFlags, ERDGPassFlags::Raster))
|
|
{
|
|
if (!EnumHasAnyFlags(PassFlags, ERDGPassFlags::SkipRenderPass) && !Pass->SkipRenderPassBegin())
|
|
{
|
|
static_cast<FRHICommandList&>(RHICmdListPass).BeginRenderPass(Pass->GetParameters().GetRenderPassInfo(), Pass->GetName());
|
|
}
|
|
}
|
|
|
|
BeginUAVOverlap(Pass, RHICmdListPass);
|
|
}
|
|
|
|
void FRDGBuilder::ExecutePassEpilogue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE_CONDITIONAL(RDGBuilder_ExecutePassEpilogue, GRDGVerboseCSVStats != 0);
|
|
|
|
EndUAVOverlap(Pass, RHICmdListPass);
|
|
|
|
const ERDGPassFlags PassFlags = Pass->Flags;
|
|
const ERHIPipeline PassPipeline = Pass->Pipeline;
|
|
const FRDGParameterStruct PassParameters = Pass->GetParameters();
|
|
|
|
if (EnumHasAnyFlags(PassFlags, ERDGPassFlags::Raster) && !EnumHasAnyFlags(PassFlags, ERDGPassFlags::SkipRenderPass) && !Pass->SkipRenderPassEnd())
|
|
{
|
|
static_cast<FRHICommandList&>(RHICmdListPass).EndRenderPass();
|
|
}
|
|
|
|
FRDGTransitionQueue Transitions;
|
|
|
|
IF_RDG_ENABLE_DEBUG(BarrierValidation.ValidateBarrierBatchBegin(Pass, Pass->EpilogueBarriersToBeginForGraphics));
|
|
Pass->EpilogueBarriersToBeginForGraphics.Submit(RHICmdListPass, PassPipeline, Transitions);
|
|
|
|
if (Pass->EpilogueBarriersToBeginForAsyncCompute)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(BarrierValidation.ValidateBarrierBatchBegin(Pass, *Pass->EpilogueBarriersToBeginForAsyncCompute));
|
|
Pass->EpilogueBarriersToBeginForAsyncCompute->Submit(RHICmdListPass, PassPipeline, Transitions);
|
|
}
|
|
|
|
if (Pass->EpilogueBarriersToBeginForAll)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(BarrierValidation.ValidateBarrierBatchBegin(Pass, *Pass->EpilogueBarriersToBeginForAll));
|
|
Pass->EpilogueBarriersToBeginForAll->Submit(RHICmdListPass, PassPipeline, Transitions);
|
|
}
|
|
|
|
for (FRDGBarrierBatchBegin* BarriersToBegin : Pass->SharedEpilogueBarriersToBegin)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(BarrierValidation.ValidateBarrierBatchBegin(Pass, *BarriersToBegin));
|
|
BarriersToBegin->Submit(RHICmdListPass, PassPipeline, Transitions);
|
|
}
|
|
|
|
if (!Transitions.IsEmpty())
|
|
{
|
|
RHICmdListPass.BeginTransitions(Transitions);
|
|
}
|
|
|
|
if (Pass->EpilogueBarriersToEnd)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(BarrierValidation.ValidateBarrierBatchEnd(Pass, *Pass->EpilogueBarriersToEnd));
|
|
Pass->EpilogueBarriersToEnd->Submit(RHICmdListPass, PassPipeline);
|
|
}
|
|
|
|
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExecutePassEnd(Pass));
|
|
|
|
// Pop scopes
|
|
if (!IsImmediateMode())
|
|
{
|
|
PopPassScopes(RHICmdListPass, Pass);
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::ExecutePass(FRDGPass* Pass, FRHIComputeCommandList& RHICmdListPass)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(ConditionalDebugBreak(RDG_BREAKPOINT_PASS_EXECUTE, BuilderName.GetTCHAR(), Pass->GetName()));
|
|
|
|
// Note that we must do this before doing anything with RHICmdListPass.
|
|
// For example, if this pass only executes on GPU 1 we want to avoid adding a
|
|
// 0-duration event for this pass on GPU 0's time line.
|
|
SCOPED_GPU_MASK(RHICmdListPass, Pass->GPUMask);
|
|
RHICmdListPass.SwitchPipeline(Pass->Pipeline);
|
|
|
|
ExecutePassPrologue(RHICmdListPass, Pass);
|
|
|
|
#if RDG_DUMP_RESOURCES_AT_EACH_DRAW
|
|
BeginPassDump(Pass);
|
|
#endif
|
|
|
|
Pass->Execute(RHICmdListPass);
|
|
|
|
#if RDG_DUMP_RESOURCES_AT_EACH_DRAW
|
|
EndPassDump(Pass);
|
|
#endif
|
|
|
|
ExecutePassEpilogue(RHICmdListPass, Pass);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::CollectAllocations(FCollectResourceContext& Context, FRDGPass* Pass)
|
|
{
|
|
for (FRDGPass* PassToBegin : Pass->ResourcesToBegin)
|
|
{
|
|
for (FRDGPass::FTextureState& PassState : PassToBegin->TextureStates)
|
|
{
|
|
CollectAllocateTexture(Context, Pass->Handle, PassState.Texture);
|
|
}
|
|
|
|
for (FRDGPass::FBufferState& PassState : PassToBegin->BufferStates)
|
|
{
|
|
CollectAllocateBuffer(Context, Pass->Handle, PassState.Buffer);
|
|
}
|
|
|
|
if (!IsImmediateMode())
|
|
{
|
|
for (FRDGUniformBufferHandle UniformBufferHandle : PassToBegin->UniformBuffers)
|
|
{
|
|
if (auto BitRef = Context.UniformBufferMap[UniformBufferHandle]; BitRef)
|
|
{
|
|
Context.UniformBuffers.Add(UniformBufferHandle);
|
|
BitRef = false;
|
|
}
|
|
}
|
|
|
|
for (FRDGViewHandle ViewHandle : PassToBegin->Views)
|
|
{
|
|
if (auto BitRef = Context.ViewMap[ViewHandle]; BitRef)
|
|
{
|
|
Context.Views.Add(ViewHandle);
|
|
BitRef = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Context.UniformBuffers = PassToBegin->UniformBuffers;
|
|
Context.Views = PassToBegin->Views;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CollectDeallocations(FCollectResourceContext& Context, FRDGPass* Pass)
|
|
{
|
|
for (FRDGPass* PassToEnd : Pass->ResourcesToEnd)
|
|
{
|
|
for (FRDGPass::FTextureState& PassState : PassToEnd->TextureStates)
|
|
{
|
|
CollectDeallocateTexture(Context, Pass->Handle, PassState.Texture, PassState.ReferenceCount);
|
|
}
|
|
|
|
for (FRDGPass::FBufferState& PassState : PassToEnd->BufferStates)
|
|
{
|
|
CollectDeallocateBuffer(Context, Pass->Handle, PassState.Buffer, PassState.ReferenceCount);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CollectAllocateTexture(FCollectResourceContext& Context, FRDGPassHandle PassHandle, FRDGTextureRef Texture)
|
|
{
|
|
check(Texture->ReferenceCount > 0 || Texture->bExternal || IsImmediateMode());
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
{
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
// Cannot begin a resource on an async compute pass.
|
|
check(Pass->Pipeline == ERHIPipeline::Graphics);
|
|
|
|
// Cannot begin a resource within a merged render pass region.
|
|
checkf(GetPrologueBarrierPassHandle(PassHandle) == PassHandle,
|
|
TEXT("Cannot begin a resource within a merged render pass. Pass (Handle: %d, Name: %s), Resource %s"), PassHandle.GetIndex(), Pass->GetName(), Texture->Name);
|
|
}
|
|
#endif
|
|
|
|
if (Texture->FirstPass.IsNull())
|
|
{
|
|
Texture->FirstPass = PassHandle;
|
|
}
|
|
|
|
if (Texture->bCollectForAllocate)
|
|
{
|
|
Texture->bCollectForAllocate = false;
|
|
check(!Texture->ResourceRHI);
|
|
|
|
const FCollectResourceOp AllocateOp = FCollectResourceOp::Allocate(PassHandle, Texture->Handle);
|
|
|
|
if (Texture->bTransient)
|
|
{
|
|
Context.TransientResources.Emplace(AllocateOp);
|
|
|
|
#if RDG_STATS
|
|
GRDGStatTransientTextureCount++;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
Context.PooledTextures.Emplace(AllocateOp);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CollectDeallocateTexture(FCollectResourceContext& Context, FRDGPassHandle PassHandle, FRDGTexture* Texture, uint32 ReferenceCount)
|
|
{
|
|
check(!IsImmediateMode());
|
|
check(Texture->ReferenceCount != FRDGViewableResource::DeallocatedReferenceCount);
|
|
check(Texture->ReferenceCount >= ReferenceCount);
|
|
Texture->ReferenceCount -= ReferenceCount;
|
|
|
|
if (Texture->ReferenceCount == 0)
|
|
{
|
|
check(!Texture->bCollectForAllocate);
|
|
const FCollectResourceOp DeallocateOp = FCollectResourceOp::Deallocate(PassHandle, Texture->Handle);
|
|
|
|
if (Texture->bTransient)
|
|
{
|
|
Context.TransientResources.Emplace(DeallocateOp);
|
|
}
|
|
else
|
|
{
|
|
Context.PooledTextures.Emplace(DeallocateOp);
|
|
}
|
|
|
|
Texture->LastPass = PassHandle;
|
|
Texture->ReferenceCount = FRDGViewableResource::DeallocatedReferenceCount;
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CollectAllocateBuffer(FCollectResourceContext& Context, FRDGPassHandle PassHandle, FRDGBuffer* Buffer)
|
|
{
|
|
check(Buffer->ReferenceCount > 0 || IsImmediateMode());
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
{
|
|
const FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
// Cannot begin a resource on an async compute pass.
|
|
check(Pass->Pipeline == ERHIPipeline::Graphics);
|
|
|
|
// Cannot begin a resource within a merged render pass region.
|
|
checkf(GetPrologueBarrierPassHandle(PassHandle) == PassHandle,
|
|
TEXT("Cannot begin a resource within a merged render pass. Pass (Handle: %d, Name: %s), Resource %s"), PassHandle.GetIndex(), Pass->GetName(), Buffer->Name);
|
|
}
|
|
#endif
|
|
|
|
if (Buffer->FirstPass.IsNull())
|
|
{
|
|
Buffer->FirstPass = PassHandle;
|
|
}
|
|
|
|
if (Buffer->bCollectForAllocate)
|
|
{
|
|
Buffer->bCollectForAllocate = false;
|
|
check(!Buffer->ResourceRHI);
|
|
|
|
const FCollectResourceOp AllocateOp = FCollectResourceOp::Allocate(PassHandle, Buffer->Handle);
|
|
|
|
if (Buffer->bTransient)
|
|
{
|
|
Context.TransientResources.Emplace(AllocateOp);
|
|
|
|
#if RDG_STATS
|
|
GRDGStatTransientBufferCount++;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
Context.PooledBuffers.Emplace(AllocateOp);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CollectDeallocateBuffer(FCollectResourceContext& Context, FRDGPassHandle PassHandle, FRDGBuffer* Buffer, uint32 ReferenceCount)
|
|
{
|
|
check(!IsImmediateMode());
|
|
check(Buffer->ReferenceCount != FRDGViewableResource::DeallocatedReferenceCount);
|
|
check(Buffer->ReferenceCount >= ReferenceCount);
|
|
Buffer->ReferenceCount -= ReferenceCount;
|
|
|
|
if (Buffer->ReferenceCount == 0)
|
|
{
|
|
const FCollectResourceOp DeallocateOp = FCollectResourceOp::Deallocate(PassHandle, Buffer->Handle);
|
|
|
|
if (Buffer->bTransient)
|
|
{
|
|
Context.TransientResources.Emplace(DeallocateOp);
|
|
}
|
|
else
|
|
{
|
|
Context.PooledBuffers.Emplace(DeallocateOp);
|
|
}
|
|
|
|
Buffer->LastPass = PassHandle;
|
|
Buffer->ReferenceCount = FRDGViewableResource::DeallocatedReferenceCount;
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::CompilePassBarriers()
|
|
{
|
|
// Walk the culled graph and compile barriers for each subresource. Certain transitions are redundant; read-to-read, for example.
|
|
// We can avoid them by traversing and merging compatible states together. The merging states removes a transition, but the merging
|
|
// heuristic is conservative and choosing not to merge doesn't necessarily mean a transition is performed. They are two distinct steps.
|
|
// Merged states track the first and last pass used for all pipelines.
|
|
|
|
SCOPED_NAMED_EVENT(CompileBarriers, FColor::Emerald);
|
|
FRDGAllocatorScope AllocatorScope(Allocators.Transition);
|
|
|
|
for (FRDGPassHandle PassHandle = GetProloguePassHandle() + 1; PassHandle < GetEpiloguePassHandle(); ++PassHandle)
|
|
{
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
if (Pass->bCulled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const ERHIPipeline PassPipeline = Pass->Pipeline;
|
|
|
|
const auto MergeSubresourceStates = [&](ERDGViewableResourceType ResourceType, FRDGSubresourceState*& PassMergeState, FRDGSubresourceState*& ResourceMergeState, FRDGSubresourceState* PassState)
|
|
{
|
|
if (!ResourceMergeState || !FRDGSubresourceState::IsMergeAllowed(ResourceType, *ResourceMergeState, *PassState))
|
|
{
|
|
// Use the new pass state as the merge state for future passes.
|
|
ResourceMergeState = PassState;
|
|
}
|
|
else
|
|
{
|
|
// Merge the pass state into the merged state.
|
|
ResourceMergeState->Access |= PassState->Access;
|
|
|
|
FRDGPassHandle& FirstPassHandle = ResourceMergeState->FirstPass[PassPipeline];
|
|
|
|
if (FirstPassHandle.IsNull())
|
|
{
|
|
FirstPassHandle = PassHandle;
|
|
}
|
|
|
|
ResourceMergeState->LastPass[PassPipeline] = PassHandle;
|
|
}
|
|
|
|
PassMergeState = ResourceMergeState;
|
|
};
|
|
|
|
for (auto& PassState : Pass->TextureStates)
|
|
{
|
|
FRDGTexture* Texture = PassState.Texture;
|
|
|
|
#if RDG_STATS
|
|
GRDGStatTextureReferenceCount += PassState.ReferenceCount;
|
|
#endif
|
|
|
|
for (int32 Index = 0; Index < PassState.State.Num(); ++Index)
|
|
{
|
|
if (!PassState.State[Index])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
MergeSubresourceStates(ERDGViewableResourceType::Texture, PassState.MergeState[Index], Texture->MergeState[Index], PassState.State[Index]);
|
|
}
|
|
}
|
|
|
|
for (auto& PassState : Pass->BufferStates)
|
|
{
|
|
FRDGBuffer* Buffer = PassState.Buffer;
|
|
|
|
#if RDG_STATS
|
|
GRDGStatBufferReferenceCount += PassState.ReferenceCount;
|
|
#endif
|
|
|
|
MergeSubresourceStates(ERDGViewableResourceType::Buffer, PassState.MergeState, Buffer->MergeState, &PassState.State);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CollectPassBarriers()
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::CollectBarriers", FColor::Magenta);
|
|
SCOPE_CYCLE_COUNTER(STAT_RDG_CollectBarriersTime);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE_CONDITIONAL(RDG_CollectBarriers, GRDGVerboseCSVStats != 0);
|
|
FRDGAllocatorScope AllocatorScope(Allocators.Transition);
|
|
|
|
for (FRDGPassHandle PassHandle = GetProloguePassHandle() + 1; PassHandle < GetEpiloguePassHandle(); ++PassHandle)
|
|
{
|
|
CollectPassBarriers(PassHandle);
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CollectPassBarriers(FRDGPassHandle PassHandle)
|
|
{
|
|
IF_RDG_ENABLE_DEBUG(ConditionalDebugBreak(RDG_BREAKPOINT_PASS_COMPILE, BuilderName.GetTCHAR(), Passes[PassHandle]->GetName()));
|
|
|
|
FRDGPass* Pass = Passes[PassHandle];
|
|
|
|
if (Pass->bCulled || Pass->bEmptyParameters)
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
for (auto& PassState : Pass->TextureStates)
|
|
{
|
|
FRDGTexture* Texture = PassState.Texture;
|
|
|
|
AddTextureTransition(PassState.Texture, Texture->State, PassState.MergeState, [Texture] (FRDGSubresourceState* StateAfter, int32 SubresourceIndex)
|
|
{
|
|
if (!Texture->FirstState[SubresourceIndex])
|
|
{
|
|
Texture->FirstState[SubresourceIndex] = StateAfter;
|
|
return IsImmediateMode();
|
|
}
|
|
return true;
|
|
});
|
|
|
|
IF_RDG_ENABLE_TRACE(Trace.AddTexturePassDependency(Texture, Pass));
|
|
}
|
|
|
|
for (auto& PassState : Pass->BufferStates)
|
|
{
|
|
FRDGBuffer* Buffer = PassState.Buffer;
|
|
|
|
AddBufferTransition(PassState.Buffer, Buffer->State, PassState.MergeState, [Buffer] (FRDGSubresourceState* StateAfter)
|
|
{
|
|
if (!Buffer->FirstState)
|
|
{
|
|
Buffer->FirstState = StateAfter;
|
|
Buffer->FirstState->bReservedCommit = Buffer->PendingCommitSize > 0;
|
|
return IsImmediateMode();
|
|
}
|
|
return true;
|
|
});
|
|
|
|
IF_RDG_ENABLE_TRACE(Trace.AddBufferPassDependency(Buffer, Pass));
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::CreatePassBarriers()
|
|
{
|
|
struct FTaskContext
|
|
{
|
|
TArray<FRHITransitionInfo, FConcurrentLinearArrayAllocator> Transitions;
|
|
};
|
|
|
|
const auto CreateTransition = [this] (FTaskContext& Context, FRDGBarrierBatchBegin* BeginBatch)
|
|
{
|
|
Context.Transitions.Reset(BeginBatch->Transitions.Num());
|
|
|
|
for (FRDGTransitionInfo InfoRDG : BeginBatch->Transitions)
|
|
{
|
|
FRHITransitionInfo& InfoRHI = Context.Transitions.Emplace_GetRef();
|
|
InfoRHI.AccessBefore = InfoRDG.AccessBefore;
|
|
InfoRHI.AccessAfter = InfoRDG.AccessAfter;
|
|
InfoRHI.ArraySlice = InfoRDG.ArraySlice;
|
|
InfoRHI.MipIndex = InfoRDG.MipIndex;
|
|
InfoRHI.PlaneSlice = InfoRDG.PlaneSlice;
|
|
InfoRHI.Flags = InfoRDG.Flags;
|
|
|
|
if (InfoRDG.Type == ERDGViewableResourceType::Texture)
|
|
{
|
|
InfoRHI.Resource = Textures[FRDGTextureHandle(InfoRDG.Handle)]->ResourceRHI;
|
|
InfoRHI.Type = FRHITransitionInfo::EType::Texture;
|
|
}
|
|
else
|
|
{
|
|
FRDGBuffer* Buffer = Buffers[FRDGBufferHandle(InfoRDG.Handle)];
|
|
|
|
InfoRHI.Resource = Buffer->ResourceRHI;
|
|
InfoRHI.Type = FRHITransitionInfo::EType::Buffer;
|
|
|
|
if (InfoRDG.bReservedCommit)
|
|
{
|
|
InfoRHI.CommitInfo.Emplace(Buffer->PendingCommitSize);
|
|
}
|
|
}
|
|
}
|
|
|
|
BeginBatch->CreateTransition(Context.Transitions);
|
|
};
|
|
|
|
TArray<FTaskContext, TInlineAllocator<1, FRDGArrayAllocator>> TaskContexts;
|
|
ParallelForWithTaskContext(TEXT("FRDGBuilder::CreatePassBarriers"), TaskContexts, TransitionCreateQueue.Num(), 1, [&](FTaskContext& TaskContext, int32 Index)
|
|
{
|
|
CreateTransition(TaskContext, TransitionCreateQueue[Index]);
|
|
|
|
}, ParallelSetup.bEnabled ? EParallelForFlags::None : EParallelForFlags::ForceSingleThread);
|
|
|
|
TransitionCreateQueue.Reset();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::FinalizeResources()
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("FRDGBuilder::FinalizeResources", FColor::Magenta);
|
|
FRDGAllocatorScope AllocatorScope(Allocators.Transition);
|
|
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("Textures", FColor::Magenta);
|
|
Textures.Enumerate([&](FRDGTextureRef Texture)
|
|
{
|
|
if (Texture->FirstPass.IsValid())
|
|
{
|
|
if (!IsImmediateMode())
|
|
{
|
|
AddFirstTextureTransition(Texture);
|
|
}
|
|
|
|
if (!Texture->bSkipLastTransition)
|
|
{
|
|
AddLastTextureTransition(Texture);
|
|
}
|
|
}
|
|
|
|
if (Texture->Allocation)
|
|
{
|
|
ActivePooledTextures.Emplace(MoveTemp(Texture->Allocation));
|
|
}
|
|
});
|
|
}
|
|
|
|
{
|
|
SCOPED_NAMED_EVENT_TEXT("Buffers", FColor::Magenta);
|
|
Buffers.Enumerate([&](FRDGBufferRef Buffer)
|
|
{
|
|
if (Buffer->FirstPass.IsValid())
|
|
{
|
|
if (!IsImmediateMode())
|
|
{
|
|
AddFirstBufferTransition(Buffer);
|
|
}
|
|
|
|
if (!Buffer->bSkipLastTransition)
|
|
{
|
|
AddLastBufferTransition(Buffer);
|
|
}
|
|
}
|
|
|
|
if (Buffer->Allocation)
|
|
{
|
|
ActivePooledBuffers.Emplace(MoveTemp(Buffer->Allocation));
|
|
}
|
|
});
|
|
}
|
|
|
|
CreatePassBarriers();
|
|
}
|
|
|
|
void FRDGBuilder::AddFirstTextureTransition(FRDGTexture* Texture)
|
|
{
|
|
check(!IsImmediateMode());
|
|
check(Texture->HasRHI());
|
|
|
|
FRDGTextureSubresourceState* StateBefore = &ScratchTextureState;
|
|
FRDGSubresourceState& SubresourceStateBefore = *AllocSubresource(FRDGSubresourceState(ERHIPipeline::Graphics, GetProloguePassHandle()));
|
|
|
|
if (Texture->PreviousOwner.IsValid())
|
|
{
|
|
// Previous state is the last used state of RDG texture that previously aliased the underlying pooled texture.
|
|
StateBefore = &Textures[Texture->PreviousOwner]->State;
|
|
|
|
for (int32 Index = 0; Index < Texture->FirstState.Num(); ++Index)
|
|
{
|
|
// If the new owner doesn't touch the subresource but the previous owner did, pull the previous owner subresource in so that the last transition is respected.
|
|
if (!Texture->FirstState[Index])
|
|
{
|
|
Texture->State[Index] = (*StateBefore)[Index];
|
|
}
|
|
// If the previous owner didn't touch the subresource but the new owner does, assign the prologue subresource state so the first transition is respected.
|
|
else if (!(*StateBefore)[Index])
|
|
{
|
|
(*StateBefore)[Index] = &SubresourceStateBefore;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Texture->MinAcquirePass.IsValid())
|
|
{
|
|
AddAliasingTransition(Texture->MinAcquirePass, Texture->FirstPass, Texture, FRHITransientAliasingInfo::Acquire(Texture->GetRHI(), Texture->AliasingOverlaps));
|
|
|
|
SubresourceStateBefore.SetPass(ERHIPipeline::Graphics, Texture->MinAcquirePass);
|
|
SubresourceStateBefore.Access = ERHIAccess::Discard;
|
|
}
|
|
else if (!Texture->bSplitFirstTransition)
|
|
{
|
|
SubresourceStateBefore.SetPass(ERHIPipeline::Graphics, Texture->FirstPass);
|
|
}
|
|
|
|
InitTextureSubresources(*StateBefore, Texture->Layout, &SubresourceStateBefore);
|
|
}
|
|
|
|
AddTextureTransition(Texture, *StateBefore, Texture->FirstState);
|
|
|
|
ScratchTextureState.Reset();
|
|
}
|
|
|
|
void FRDGBuilder::AddLastTextureTransition(FRDGTexture* Texture)
|
|
{
|
|
check(IsImmediateMode() || Texture->bExtracted || Texture->ReferenceCount == FRDGViewableResource::DeallocatedReferenceCount);
|
|
check(Texture->HasRHI());
|
|
|
|
const FRDGPassHandle EpiloguePassHandle = GetEpiloguePassHandle();
|
|
|
|
FRDGSubresourceState* SubresourceStateBefore = nullptr;
|
|
FRDGSubresourceState& SubresourceStateAfter = *AllocSubresource();
|
|
SubresourceStateAfter.SetPass(ERHIPipeline::Graphics, EpiloguePassHandle);
|
|
|
|
// Texture is using the RHI transient allocator. Transition it back to Discard in the final pass it is used.
|
|
if (Texture->MinDiscardPass.IsValid())
|
|
{
|
|
AddAliasingTransition(Texture->MinDiscardPass, Texture->MaxDiscardPass, Texture, FRHITransientAliasingInfo::Discard(Texture->GetRHIUnchecked()));
|
|
|
|
SubresourceStateAfter.SetPass(ERHIPipeline::Graphics, Texture->MaxDiscardPass);
|
|
SubresourceStateAfter.Access = ERHIAccess::Discard;
|
|
}
|
|
else
|
|
{
|
|
SubresourceStateAfter.Access = Texture->EpilogueAccess;
|
|
|
|
// Transient resources stay in the Discard state.
|
|
EpilogueResourceAccesses.Emplace(Texture->GetRHI(), SubresourceStateAfter.Access);
|
|
}
|
|
|
|
// Transition any unused (null) sub-resources to the epilogue state since we are assigning a monolithic state across all subresources.
|
|
for (FRDGSubresourceState*& State : Texture->State)
|
|
{
|
|
if (!State)
|
|
{
|
|
if (!SubresourceStateBefore)
|
|
{
|
|
SubresourceStateBefore = AllocSubresource();
|
|
SubresourceStateBefore->SetPass(ERHIPipeline::Graphics, Texture->FirstPass);
|
|
}
|
|
|
|
State = SubresourceStateBefore;
|
|
}
|
|
}
|
|
|
|
InitTextureSubresources(ScratchTextureState, Texture->Layout, &SubresourceStateAfter);
|
|
AddTextureTransition(Texture, Texture->State, ScratchTextureState);
|
|
ScratchTextureState.Reset();
|
|
}
|
|
|
|
void FRDGBuilder::AddFirstBufferTransition(FRDGBuffer* Buffer)
|
|
{
|
|
check(!IsImmediateMode());
|
|
check(Buffer->HasRHI());
|
|
|
|
FRDGSubresourceState* StateBefore = nullptr;
|
|
|
|
if (Buffer->PreviousOwner.IsValid())
|
|
{
|
|
// Previous state is the last used state of RDG buffer that previously aliased the underlying pooled buffer.
|
|
StateBefore = Buffers[Buffer->PreviousOwner]->State;
|
|
}
|
|
|
|
if (!StateBefore)
|
|
{
|
|
StateBefore = AllocSubresource();
|
|
|
|
if (Buffer->MinAcquirePass.IsValid())
|
|
{
|
|
AddAliasingTransition(Buffer->MinAcquirePass, Buffer->FirstPass, Buffer, FRHITransientAliasingInfo::Acquire(Buffer->GetRHI(), Buffer->AliasingOverlaps));
|
|
|
|
StateBefore->SetPass(ERHIPipeline::Graphics, Buffer->MinAcquirePass);
|
|
StateBefore->Access = ERHIAccess::Discard;
|
|
}
|
|
else if (!Buffer->bSplitFirstTransition)
|
|
{
|
|
StateBefore->SetPass(ERHIPipeline::Graphics, Buffer->FirstPass);
|
|
}
|
|
else
|
|
{
|
|
StateBefore->SetPass(ERHIPipeline::Graphics, GetProloguePassHandle());
|
|
}
|
|
}
|
|
|
|
AddBufferTransition(Buffer, StateBefore, Buffer->FirstState);
|
|
}
|
|
|
|
void FRDGBuilder::AddLastBufferTransition(FRDGBuffer* Buffer)
|
|
{
|
|
check(IsImmediateMode() || Buffer->bExtracted || Buffer->ReferenceCount == FRDGViewableResource::DeallocatedReferenceCount);
|
|
check(Buffer->HasRHI());
|
|
|
|
const FRDGPassHandle EpiloguePassHandle = GetEpiloguePassHandle();
|
|
|
|
FRDGSubresourceState* StateAfter = AllocSubresource();
|
|
|
|
// Texture is using the RHI transient allocator. Transition it back to Discard in the final pass it is used.
|
|
if (Buffer->MinDiscardPass.IsValid())
|
|
{
|
|
AddAliasingTransition(Buffer->MinDiscardPass, Buffer->MaxDiscardPass, Buffer, FRHITransientAliasingInfo::Discard(Buffer->GetRHIUnchecked()));
|
|
|
|
StateAfter->SetPass(ERHIPipeline::Graphics, Buffer->MaxDiscardPass);
|
|
StateAfter->Access = ERHIAccess::Discard;
|
|
}
|
|
else
|
|
{
|
|
StateAfter->SetPass(ERHIPipeline::Graphics, EpiloguePassHandle);
|
|
StateAfter->Access = Buffer->EpilogueAccess;
|
|
|
|
EpilogueResourceAccesses.Emplace(Buffer->GetRHI(), StateAfter->Access);
|
|
}
|
|
|
|
AddBufferTransition(Buffer, Buffer->State, StateAfter);
|
|
}
|
|
|
|
template <typename FilterSubresourceLambdaType>
|
|
void FRDGBuilder::AddTextureTransition(FRDGTexture* Texture, FRDGTextureSubresourceState& StateBefore, FRDGTextureSubresourceState& StateAfter, FilterSubresourceLambdaType&& FilterSubresourceLambda)
|
|
{
|
|
const FRDGTextureSubresourceLayout Layout = Texture->Layout;
|
|
const uint32 SubresourceCount = Texture->SubresourceCount;
|
|
|
|
check(SubresourceCount == Layout.GetSubresourceCount() && StateBefore.Num() == StateAfter.Num());
|
|
|
|
if (!GRHISupportsSeparateDepthStencilCopyAccess && Texture->Desc.Format == PF_DepthStencil)
|
|
{
|
|
// Certain RHIs require a fused depth / stencil copy state. For any mip / slice transition involving a copy state,
|
|
// adjust the split transitions so both subresources are transitioned using the same barrier batch (i.e. the RHI transition).
|
|
// Note that this is only possible when async compute is disabled, as it's not possible to merge transitions from different pipes.
|
|
// There are two cases to correct (D for depth, S for stencil, horizontal axis is time):
|
|
//
|
|
// Case 1: both states transitioning from previous states on passes A and B to a copy state at pass C.
|
|
//
|
|
// [Pass] A B C A B C
|
|
// [D] X --> X Corrected To: X --> X
|
|
// [S] X --------> X X --> X (S is pushed forward to transition with D on pass B)
|
|
//
|
|
// Case 2a|b: one plane transitioning out of a copy state on pass A to pass B (this pass), but the other is not transitioning yet.
|
|
//
|
|
// [Pass] A B ? A B
|
|
// [D] X --> X Corrected To: X --> X
|
|
// [S] X --------> X X --> X (S's state is unknown, so it transitions with D and matches D's state).
|
|
|
|
const ERHIPipeline GraphicsPipe = ERHIPipeline::Graphics;
|
|
const uint32 NumSlicesAndMips = Layout.NumMips * Layout.NumArraySlices;
|
|
|
|
for (uint32 DepthIndex = 0, StencilIndex = NumSlicesAndMips; DepthIndex < NumSlicesAndMips; ++DepthIndex, ++StencilIndex)
|
|
{
|
|
FRDGSubresourceState*& DepthStateAfter = StateAfter[DepthIndex];
|
|
FRDGSubresourceState*& StencilStateAfter = StateAfter[StencilIndex];
|
|
|
|
// Skip if neither depth nor stencil are being transitioned.
|
|
if (!DepthStateAfter && !StencilStateAfter)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FRDGSubresourceState*& DepthStateBefore = StateBefore[DepthIndex];
|
|
FRDGSubresourceState*& StencilStateBefore = StateBefore[StencilIndex];
|
|
|
|
// Case 1: transitioning into a fused copy state.
|
|
if (DepthStateAfter && EnumHasAnyFlags(DepthStateAfter->Access, ERHIAccess::CopySrc | ERHIAccess::CopyDest))
|
|
{
|
|
check(StencilStateAfter && StencilStateAfter->Access == DepthStateAfter->Access);
|
|
|
|
const FRDGPassHandle MaxPassHandle = FRDGPassHandle::Max(DepthStateBefore->LastPass[GraphicsPipe], StencilStateBefore->LastPass[GraphicsPipe]);
|
|
|
|
DepthStateBefore = AllocSubresource(*DepthStateBefore);
|
|
DepthStateAfter = AllocSubresource(*DepthStateAfter);
|
|
|
|
DepthStateBefore->LastPass[GraphicsPipe] = MaxPassHandle;
|
|
StencilStateBefore->LastPass[GraphicsPipe] = MaxPassHandle;
|
|
}
|
|
// Case 2: transitioning out of a fused copy state.
|
|
else if (DepthStateBefore && EnumHasAnyFlags(DepthStateBefore->Access, ERHIAccess::CopySrc | ERHIAccess::CopyDest))
|
|
{
|
|
check(StencilStateBefore->Access == DepthStateBefore->Access);
|
|
check(StencilStateBefore->GetLastPass() == DepthStateBefore->GetLastPass());
|
|
|
|
// Case 2a: depth unknown, so transition to match stencil.
|
|
if (!DepthStateAfter)
|
|
{
|
|
DepthStateAfter = AllocSubresource(*StencilStateAfter);
|
|
}
|
|
// Case 2b: stencil unknown, so transition to match depth.
|
|
else if (!StencilStateAfter)
|
|
{
|
|
StencilStateAfter = AllocSubresource(*DepthStateAfter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (uint32 SubresourceIndex = 0; SubresourceIndex < SubresourceCount; ++SubresourceIndex)
|
|
{
|
|
FRDGSubresourceState*& SubresourceStateBefore = StateBefore[SubresourceIndex];
|
|
FRDGSubresourceState* SubresourceStateAfter = StateAfter[SubresourceIndex];
|
|
|
|
if (!SubresourceStateAfter)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (FilterSubresourceLambda(SubresourceStateAfter, SubresourceIndex))
|
|
{
|
|
check(SubresourceStateAfter->Access != ERHIAccess::Unknown);
|
|
|
|
if (SubresourceStateBefore && FRDGSubresourceState::IsTransitionRequired(*SubresourceStateBefore, *SubresourceStateAfter))
|
|
{
|
|
const FRDGTextureSubresource Subresource = Layout.GetSubresource(SubresourceIndex);
|
|
|
|
FRDGTransitionInfo Info;
|
|
Info.AccessBefore = SubresourceStateBefore->Access;
|
|
Info.AccessAfter = SubresourceStateAfter->Access;
|
|
Info.Handle = Texture->Handle.GetIndex();
|
|
Info.Type = ERDGViewableResourceType::Texture;
|
|
Info.Flags = SubresourceStateAfter->Flags;
|
|
Info.ArraySlice = Subresource.ArraySlice;
|
|
Info.MipIndex = Subresource.MipIndex;
|
|
Info.PlaneSlice = Subresource.PlaneSlice;
|
|
Info.bReservedCommit = 0;
|
|
|
|
if (Info.AccessBefore == ERHIAccess::Discard)
|
|
{
|
|
Info.Flags |= EResourceTransitionFlags::Discard;
|
|
}
|
|
|
|
AddTransition(Texture, *SubresourceStateBefore, *SubresourceStateAfter, Info);
|
|
}
|
|
}
|
|
|
|
SubresourceStateBefore = SubresourceStateAfter;
|
|
}
|
|
}
|
|
|
|
template <typename FilterSubresourceLambdaType>
|
|
void FRDGBuilder::AddBufferTransition(FRDGBufferRef Buffer, FRDGSubresourceState*& StateBefore, FRDGSubresourceState* StateAfter, FilterSubresourceLambdaType&& FilterSubresourceLambda)
|
|
{
|
|
check(StateAfter);
|
|
check(StateAfter->Access != ERHIAccess::Unknown);
|
|
|
|
if (FilterSubresourceLambda(StateAfter))
|
|
{
|
|
check(StateBefore);
|
|
|
|
if (FRDGSubresourceState::IsTransitionRequired(*StateBefore, *StateAfter))
|
|
{
|
|
FRDGTransitionInfo Info;
|
|
Info.AccessBefore = StateBefore->Access;
|
|
Info.AccessAfter = StateAfter->Access;
|
|
Info.Handle = Buffer->Handle.GetIndex();
|
|
Info.Type = ERDGViewableResourceType::Buffer;
|
|
Info.Flags = StateAfter->Flags;
|
|
Info.ArraySlice = 0;
|
|
Info.MipIndex = 0;
|
|
Info.PlaneSlice = 0;
|
|
Info.bReservedCommit = StateAfter->bReservedCommit;
|
|
|
|
AddTransition(Buffer, *StateBefore, *StateAfter, Info);
|
|
}
|
|
}
|
|
|
|
StateBefore = StateAfter;
|
|
}
|
|
|
|
void FRDGBuilder::AddTransition(
|
|
FRDGViewableResource* Resource,
|
|
FRDGSubresourceState StateBefore,
|
|
FRDGSubresourceState StateAfter,
|
|
FRDGTransitionInfo TransitionInfo)
|
|
{
|
|
const ERHIPipeline Graphics = ERHIPipeline::Graphics;
|
|
const ERHIPipeline AsyncCompute = ERHIPipeline::AsyncCompute;
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
StateBefore.Validate();
|
|
StateAfter.Validate();
|
|
#endif
|
|
|
|
if (IsImmediateMode())
|
|
{
|
|
// Immediate mode simply enqueues the barrier into the 'after' pass. Everything is on the graphics pipe.
|
|
AddToPrologueBarriers(StateAfter.FirstPass[Graphics], [&](FRDGBarrierBatchBegin& Barriers)
|
|
{
|
|
Barriers.AddTransition(Resource, TransitionInfo);
|
|
});
|
|
return;
|
|
}
|
|
|
|
const ERHIPipeline PipelinesBefore = StateBefore.GetPipelines();
|
|
const ERHIPipeline PipelinesAfter = StateAfter.GetPipelines();
|
|
|
|
check(PipelinesBefore != ERHIPipeline::None && PipelinesAfter != ERHIPipeline::None);
|
|
checkf(StateBefore.GetLastPass() <= StateAfter.GetFirstPass(), TEXT("Submitted a state for '%s' that begins before our previous state has ended."), Resource->Name);
|
|
|
|
const FRDGPassHandlesByPipeline& PassesBefore = StateBefore.LastPass;
|
|
const FRDGPassHandlesByPipeline& PassesAfter = StateAfter.FirstPass;
|
|
|
|
// 1-to-1 or 1-to-N pipe transition.
|
|
if (PipelinesBefore != ERHIPipeline::All)
|
|
{
|
|
const FRDGPassHandle BeginPassHandle = StateBefore.GetLastPass();
|
|
const FRDGPassHandle FirstEndPassHandle = StateAfter.GetFirstPass();
|
|
|
|
FRDGPass* BeginPass = nullptr;
|
|
FRDGBarrierBatchBegin* BarriersToBegin = nullptr;
|
|
|
|
// Issue the begin in the epilogue of the begin pass if the barrier is being split across multiple passes or the barrier end is in the epilogue.
|
|
if (BeginPassHandle < FirstEndPassHandle)
|
|
{
|
|
BeginPass = GetEpilogueBarrierPass(BeginPassHandle);
|
|
BarriersToBegin = &BeginPass->GetEpilogueBarriersToBeginFor(Allocators.Transition, TransitionCreateQueue, PipelinesAfter);
|
|
}
|
|
// This is an immediate prologue transition in the same pass. Issue the begin in the prologue.
|
|
else
|
|
{
|
|
checkf(PipelinesAfter == ERHIPipeline::Graphics,
|
|
TEXT("Attempted to queue an immediate async pipe transition for %s. Pipelines: %s. Async transitions must be split."),
|
|
Resource->Name, *GetRHIPipelineName(PipelinesAfter));
|
|
|
|
BeginPass = GetPrologueBarrierPass(BeginPassHandle);
|
|
BarriersToBegin = &BeginPass->GetPrologueBarriersToBegin(Allocators.Transition, TransitionCreateQueue);
|
|
}
|
|
|
|
BarriersToBegin->AddTransition(Resource, TransitionInfo);
|
|
|
|
for (ERHIPipeline Pipeline : GetRHIPipelines())
|
|
{
|
|
/** If doing a 1-to-N transition and this is the same pipe as the begin, we end it immediately afterwards in the epilogue
|
|
* of the begin pass. This is because we can't guarantee that the other pipeline won't join back before the end. This can
|
|
* happen if the forking async compute pass joins back to graphics (via another independent transition) before the current
|
|
* graphics transition is ended.
|
|
*
|
|
* Async Compute Pipe: EndA BeginB
|
|
* / \
|
|
* Graphics Pipe: BeginA EndB EndA
|
|
*
|
|
* A is our 1-to-N transition and B is a future transition of the same resource that we haven't evaluated yet. Instead, the
|
|
* same pipe End is performed in the epilogue of the begin pass, which removes the spit barrier but simplifies the tracking:
|
|
*
|
|
* Async Compute Pipe: EndA BeginB
|
|
* / \
|
|
* Graphics Pipe: BeginA EndA EndB
|
|
*/
|
|
if ((PipelinesBefore == Pipeline && PipelinesAfter == ERHIPipeline::All))
|
|
{
|
|
AddToEpilogueBarriersToEnd(BeginPassHandle, *BarriersToBegin);
|
|
}
|
|
else if (EnumHasAnyFlags(PipelinesAfter, Pipeline))
|
|
{
|
|
AddToPrologueBarriersToEnd(PassesAfter[Pipeline], *BarriersToBegin);
|
|
}
|
|
}
|
|
}
|
|
// N-to-1 or N-to-N transition.
|
|
else
|
|
{
|
|
checkf(StateBefore.GetLastPass() != StateAfter.GetFirstPass(),
|
|
TEXT("Attempted to queue a transition for resource '%s' from '%s' to '%s', but previous and next passes are the same on one pipe."),
|
|
Resource->Name, *GetRHIPipelineName(PipelinesBefore), *GetRHIPipelineName(PipelinesAfter));
|
|
|
|
FRDGBarrierBatchBeginId Id;
|
|
Id.PipelinesAfter = PipelinesAfter;
|
|
for (ERHIPipeline Pipeline : GetRHIPipelines())
|
|
{
|
|
Id.Passes[Pipeline] = GetEpilogueBarrierPassHandle(PassesBefore[Pipeline]);
|
|
}
|
|
|
|
FRDGBarrierBatchBegin*& BarriersToBegin = BarrierBatchMap.FindOrAdd(Id);
|
|
|
|
if (!BarriersToBegin)
|
|
{
|
|
FRDGPassesByPipeline BarrierBatchPasses;
|
|
BarrierBatchPasses[Graphics] = Passes[Id.Passes[Graphics]];
|
|
BarrierBatchPasses[AsyncCompute] = Passes[Id.Passes[AsyncCompute]];
|
|
|
|
BarriersToBegin = Allocators.Transition.AllocNoDestruct<FRDGBarrierBatchBegin>(PipelinesBefore, PipelinesAfter, GetEpilogueBarriersToBeginDebugName(PipelinesAfter), BarrierBatchPasses);
|
|
TransitionCreateQueue.Emplace(BarriersToBegin);
|
|
|
|
for (FRDGPass* Pass : BarrierBatchPasses)
|
|
{
|
|
Pass->SharedEpilogueBarriersToBegin.Add(BarriersToBegin);
|
|
}
|
|
}
|
|
|
|
BarriersToBegin->AddTransition(Resource, TransitionInfo);
|
|
|
|
for (ERHIPipeline Pipeline : GetRHIPipelines())
|
|
{
|
|
if (EnumHasAnyFlags(PipelinesAfter, Pipeline))
|
|
{
|
|
AddToPrologueBarriersToEnd(PassesAfter[Pipeline], *BarriersToBegin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::AddAliasingTransition(FRDGPassHandle BeginPassHandle, FRDGPassHandle EndPassHandle, FRDGViewableResource* Resource, const FRHITransientAliasingInfo& Info)
|
|
{
|
|
check(BeginPassHandle <= EndPassHandle);
|
|
|
|
FRDGBarrierBatchBegin* BarriersToBegin{};
|
|
FRDGPass* EndPass{};
|
|
|
|
if (BeginPassHandle == EndPassHandle)
|
|
{
|
|
FRDGPass* BeginPass = Passes[BeginPassHandle];
|
|
EndPass = BeginPass;
|
|
|
|
check(GetPrologueBarrierPassHandle(BeginPassHandle) == BeginPassHandle);
|
|
|
|
BarriersToBegin = &BeginPass->GetPrologueBarriersToBegin(Allocators.Transition, TransitionCreateQueue);
|
|
}
|
|
else
|
|
{
|
|
FRDGPass* BeginPass = GetEpilogueBarrierPass(BeginPassHandle);
|
|
EndPass = Passes[EndPassHandle];
|
|
|
|
check(GetPrologueBarrierPassHandle(EndPassHandle) == EndPassHandle);
|
|
|
|
BarriersToBegin = &BeginPass->GetEpilogueBarriersToBeginFor(Allocators.Transition, TransitionCreateQueue, EndPass->GetPipeline());
|
|
}
|
|
|
|
BarriersToBegin->AddAlias(Resource, Info);
|
|
EndPass->GetPrologueBarriersToEnd(Allocators.Transition).AddDependency(BarriersToBegin);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
TRefCountPtr<IPooledRenderTarget> FRDGBuilder::AllocatePooledRenderTargetRHI(FRHICommandListBase& InRHICmdList, FRDGTextureRef Texture)
|
|
{
|
|
return GRenderTargetPool.FindFreeElement(InRHICmdList, Texture->Desc, Texture->Name);
|
|
}
|
|
|
|
TRefCountPtr<FRDGPooledBuffer> FRDGBuilder::AllocatePooledBufferRHI(FRHICommandListBase& InRHICmdList, FRDGBufferRef Buffer)
|
|
{
|
|
Buffer->FinalizeDesc();
|
|
return GRenderGraphResourcePool.FindFreeBuffer(InRHICmdList, Buffer->Desc, Buffer->Name);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::SetPooledRenderTargetRHI(FRDGTexture* Texture, IPooledRenderTarget* RenderTarget)
|
|
{
|
|
Texture->RenderTarget = RenderTarget;
|
|
|
|
if (FRHITransientTexture* TransientTexture = RenderTarget->GetTransientTexture())
|
|
{
|
|
FRDGTransientRenderTarget* TransientRenderTarget = static_cast<FRDGTransientRenderTarget*>(RenderTarget);
|
|
Texture->Allocation = TRefCountPtr<FRDGTransientRenderTarget>(TransientRenderTarget);
|
|
|
|
SetTransientTextureRHI(Texture, TransientTexture);
|
|
}
|
|
else
|
|
{
|
|
FPooledRenderTarget* PooledRenderTarget = static_cast<FPooledRenderTarget*>(RenderTarget);
|
|
Texture->Allocation = TRefCountPtr<FPooledRenderTarget>(PooledRenderTarget);
|
|
|
|
SetPooledTextureRHI(Texture, &PooledRenderTarget->PooledTexture);
|
|
}
|
|
}
|
|
|
|
void FRDGBuilder::SetPooledTextureRHI(FRDGTexture* Texture, FRDGPooledTexture* PooledTexture)
|
|
{
|
|
check(!Texture->ResourceRHI);
|
|
|
|
FRHITexture* TextureRHI = PooledTexture->GetRHI();
|
|
|
|
Texture->ResourceRHI = TextureRHI;
|
|
Texture->PooledTexture = PooledTexture;
|
|
Texture->ViewCache = &PooledTexture->ViewCache;
|
|
|
|
FRDGTexture*& Owner = *PooledTextureOwnershipMap.FindOrAdd(PooledTexture, nullptr);
|
|
|
|
// Link the previous alias to this one.
|
|
if (Owner)
|
|
{
|
|
Texture->PreviousOwner = Owner->Handle;
|
|
Owner->NextOwner = Texture->Handle;
|
|
Owner->bSkipLastTransition = true;
|
|
}
|
|
|
|
Owner = Texture;
|
|
}
|
|
|
|
void FRDGBuilder::SetTransientTextureRHI(FRDGTexture* Texture, FRHITransientTexture* TransientTexture)
|
|
{
|
|
check(!Texture->ResourceRHI);
|
|
|
|
Texture->ResourceRHI = TransientTexture->GetRHI();
|
|
Texture->TransientTexture = TransientTexture;
|
|
Texture->ViewCache = &TransientTexture->ViewCache;
|
|
Texture->bTransient = true;
|
|
Texture->AliasingOverlaps = TransientTexture->GetAliasingOverlaps();
|
|
}
|
|
|
|
void FRDGBuilder::SetPooledBufferRHI(FRDGBuffer* Buffer, FRDGPooledBuffer* PooledBuffer)
|
|
{
|
|
check(!Buffer->ResourceRHI);
|
|
|
|
FRHIBuffer* BufferRHI = PooledBuffer->GetRHI();
|
|
|
|
Buffer->ResourceRHI = BufferRHI;
|
|
Buffer->PooledBuffer = PooledBuffer;
|
|
Buffer->ViewCache = &PooledBuffer->ViewCache;
|
|
Buffer->Allocation = PooledBuffer;
|
|
|
|
#if RHI_ENABLE_RESOURCE_INFO
|
|
Buffer->ResourceRHI->SetOwnerName(Buffer->OwnerName);
|
|
#endif
|
|
|
|
FRDGBuffer*& Owner = *PooledBufferOwnershipMap.FindOrAdd(PooledBuffer, nullptr);
|
|
|
|
// Link the previous owner to this one.
|
|
if (Owner)
|
|
{
|
|
Buffer->PreviousOwner = Owner->Handle;
|
|
Owner->NextOwner = Buffer->Handle;
|
|
Owner->bSkipLastTransition = true;
|
|
}
|
|
|
|
Owner = Buffer;
|
|
}
|
|
|
|
void FRDGBuilder::SetTransientBufferRHI(FRDGBuffer* Buffer, FRHITransientBuffer* TransientBuffer)
|
|
{
|
|
check(!Buffer->ResourceRHI && Buffer->bTransient);
|
|
|
|
Buffer->ResourceRHI = TransientBuffer->GetRHI();
|
|
Buffer->TransientBuffer = TransientBuffer;
|
|
Buffer->ViewCache = &TransientBuffer->ViewCache;
|
|
Buffer->AliasingOverlaps = TransientBuffer->GetAliasingOverlaps();
|
|
|
|
#if RHI_ENABLE_RESOURCE_INFO
|
|
Buffer->ResourceRHI->SetOwnerName(Buffer->OwnerName);
|
|
#endif
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void FRDGBuilder::InitTextureViewRHI(FRHICommandListBase& InRHICmdList, FRDGTextureSRVRef SRV)
|
|
{
|
|
check(SRV && !SRV->ResourceRHI);
|
|
|
|
FRDGTextureRef Texture = SRV->Desc.Texture;
|
|
FRHITexture* TextureRHI = Texture->GetRHIUnchecked();
|
|
check(TextureRHI);
|
|
|
|
SRV->ResourceRHI = Texture->ViewCache->GetOrCreateSRV(InRHICmdList, TextureRHI, SRV->Desc);
|
|
}
|
|
|
|
void FRDGBuilder::InitTextureViewRHI(FRHICommandListBase& InRHICmdList, FRDGTextureUAVRef UAV)
|
|
{
|
|
check(UAV && !UAV->ResourceRHI);
|
|
|
|
FRDGTextureRef Texture = UAV->Desc.Texture;
|
|
FRHITexture* TextureRHI = Texture->GetRHIUnchecked();
|
|
check(TextureRHI);
|
|
|
|
UAV->ResourceRHI = Texture->ViewCache->GetOrCreateUAV(InRHICmdList, TextureRHI, UAV->Desc);
|
|
}
|
|
|
|
void FRDGBuilder::InitBufferViewRHI(FRHICommandListBase& InRHICmdList, FRDGBufferSRVRef SRV)
|
|
{
|
|
check(SRV);
|
|
|
|
if (SRV->HasRHI())
|
|
{
|
|
return;
|
|
}
|
|
|
|
FRDGBufferRef Buffer = SRV->Desc.Buffer;
|
|
FRHIBuffer* BufferRHI = Buffer->GetRHIUnchecked();
|
|
check(BufferRHI);
|
|
|
|
FRHIBufferSRVCreateInfo SRVCreateInfo = SRV->Desc;
|
|
|
|
if (EnumHasAnyFlags(Buffer->Desc.Usage, EBufferUsageFlags::StructuredBuffer))
|
|
{
|
|
// RDG allows structured buffer views to be typed, but the view creation logic requires that it
|
|
// be unknown (as do platform APIs -- structured buffers are not typed). This could be validated
|
|
// at the high level but the current API makes it confusing. For now, it's considered a no-op.
|
|
SRVCreateInfo.Format = PF_Unknown;
|
|
}
|
|
|
|
SRV->ResourceRHI = Buffer->ViewCache->GetOrCreateSRV(InRHICmdList, BufferRHI, SRVCreateInfo);
|
|
}
|
|
|
|
void FRDGBuilder::InitBufferViewRHI(FRHICommandListBase& InRHICmdList, FRDGBufferUAV* UAV)
|
|
{
|
|
check(UAV);
|
|
|
|
if (UAV->HasRHI())
|
|
{
|
|
return;
|
|
}
|
|
|
|
FRDGBufferRef Buffer = UAV->Desc.Buffer;
|
|
check(Buffer);
|
|
|
|
FRHIBufferUAVCreateInfo UAVCreateInfo = UAV->Desc;
|
|
|
|
if (EnumHasAnyFlags(Buffer->Desc.Usage, EBufferUsageFlags::StructuredBuffer))
|
|
{
|
|
// RDG allows structured buffer views to be typed, but the view creation logic requires that it
|
|
// be unknown (as do platform APIs -- structured buffers are not typed). This could be validated
|
|
// at the high level but the current API makes it confusing. For now, it's considered a no-op.
|
|
UAVCreateInfo.Format = PF_Unknown;
|
|
}
|
|
|
|
UAV->ResourceRHI = Buffer->ViewCache->GetOrCreateUAV(InRHICmdList, Buffer->GetRHIUnchecked(), UAVCreateInfo);
|
|
}
|
|
|
|
void FRDGBuilder::InitViewRHI(FRHICommandListBase& InRHICmdList, FRDGView* View)
|
|
{
|
|
check(!View->ResourceRHI);
|
|
|
|
switch (View->Type)
|
|
{
|
|
case ERDGViewType::TextureUAV:
|
|
InitTextureViewRHI(InRHICmdList, static_cast<FRDGTextureUAV*>(View));
|
|
break;
|
|
case ERDGViewType::TextureSRV:
|
|
InitTextureViewRHI(InRHICmdList, static_cast<FRDGTextureSRV*>(View));
|
|
break;
|
|
case ERDGViewType::BufferUAV:
|
|
InitBufferViewRHI(InRHICmdList, static_cast<FRDGBufferUAV*>(View));
|
|
break;
|
|
case ERDGViewType::BufferSRV:
|
|
InitBufferViewRHI(InRHICmdList, static_cast<FRDGBufferSRV*>(View));
|
|
break;
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
|
|
void FRDGBuilder::VisualizePassOutputs(const FRDGPass* Pass)
|
|
{
|
|
#if SUPPORTS_VISUALIZE_TEXTURE
|
|
if (!GVisualizeTexture.IsRequestedView() || !AuxiliaryPasses.IsVisualizeAllowed())
|
|
{
|
|
return;
|
|
}
|
|
|
|
RDG_RECURSION_COUNTER_SCOPE(AuxiliaryPasses.Visualize);
|
|
|
|
Pass->GetParameters().EnumerateTextures([&](FRDGParameter Parameter)
|
|
{
|
|
switch (Parameter.GetType())
|
|
{
|
|
case UBMT_RDG_TEXTURE_ACCESS:
|
|
{
|
|
if (FRDGTextureAccess TextureAccess = Parameter.GetAsTextureAccess())
|
|
{
|
|
if (IsWritableAccess(TextureAccess.GetAccess()))
|
|
{
|
|
if (TOptional<uint32> CaptureId = GVisualizeTexture.ShouldCapture(TextureAccess->Name, /* MipIndex = */ 0))
|
|
{
|
|
GVisualizeTexture.CreateContentCapturePass(*this, TextureAccess.GetTexture(), *CaptureId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_ACCESS_ARRAY:
|
|
{
|
|
const FRDGTextureAccessArray& TextureAccessArray = Parameter.GetAsTextureAccessArray();
|
|
|
|
for (FRDGTextureAccess TextureAccess : TextureAccessArray)
|
|
{
|
|
if (IsWritableAccess(TextureAccess.GetAccess()))
|
|
{
|
|
if (TOptional<uint32> CaptureId = GVisualizeTexture.ShouldCapture(TextureAccess->Name, /* MipIndex = */ 0))
|
|
{
|
|
GVisualizeTexture.CreateContentCapturePass(*this, TextureAccess.GetTexture(), *CaptureId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_UAV:
|
|
{
|
|
if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
|
|
{
|
|
FRDGTextureRef Texture = UAV->Desc.Texture;
|
|
if (TOptional<uint32> CaptureId = GVisualizeTexture.ShouldCapture(Texture->Name, UAV->Desc.MipLevel))
|
|
{
|
|
GVisualizeTexture.CreateContentCapturePass(*this, Texture, *CaptureId);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RENDER_TARGET_BINDING_SLOTS:
|
|
{
|
|
const FRenderTargetBindingSlots& RenderTargets = Parameter.GetAsRenderTargetBindingSlots();
|
|
|
|
RenderTargets.Enumerate([&](FRenderTargetBinding RenderTarget)
|
|
{
|
|
FRDGTextureRef Texture = RenderTarget.GetTexture();
|
|
if (TOptional<uint32> CaptureId = GVisualizeTexture.ShouldCapture(Texture->Name, RenderTarget.GetMipIndex()))
|
|
{
|
|
GVisualizeTexture.CreateContentCapturePass(*this, Texture, *CaptureId);
|
|
}
|
|
});
|
|
|
|
const FDepthStencilBinding& DepthStencil = RenderTargets.DepthStencil;
|
|
|
|
if (FRDGTextureRef Texture = DepthStencil.GetTexture())
|
|
{
|
|
const bool bHasStoreAction = DepthStencil.GetDepthStencilAccess().IsAnyWrite();
|
|
|
|
if (bHasStoreAction)
|
|
{
|
|
const uint32 MipIndex = 0;
|
|
if (TOptional<uint32> CaptureId = GVisualizeTexture.ShouldCapture(Texture->Name, MipIndex))
|
|
{
|
|
GVisualizeTexture.CreateContentCapturePass(*this, Texture, *CaptureId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
});
|
|
#endif
|
|
}
|
|
|
|
void FRDGBuilder::ClobberPassOutputs(const FRDGPass* Pass)
|
|
{
|
|
if (!GRDGValidation || !GRDGClobberResources || !AuxiliaryPasses.IsClobberAllowed())
|
|
{
|
|
return;
|
|
}
|
|
|
|
RDG_RECURSION_COUNTER_SCOPE(AuxiliaryPasses.Clobber);
|
|
RDG_EVENT_SCOPE(*this, "RDG ClobberResources");
|
|
|
|
const FLinearColor ClobberColor = GetClobberColor();
|
|
|
|
const auto ClobberTextureUAV = [&](FRDGTextureUAV* TextureUAV)
|
|
{
|
|
if (IsInteger(TextureUAV->GetParent()->Desc.Format))
|
|
{
|
|
AddClearUAVPass(*this, TextureUAV, GetClobberBufferValue());
|
|
}
|
|
else
|
|
{
|
|
AddClearUAVPass(*this, TextureUAV, ClobberColor);
|
|
}
|
|
};
|
|
|
|
const auto ClobberTextureAccess = [&](FRDGTextureAccess TextureAccess)
|
|
{
|
|
if (IsWritableAccess(TextureAccess.GetAccess()))
|
|
{
|
|
FRDGTextureRef Texture = TextureAccess.GetTexture();
|
|
|
|
if (UserValidation.TryMarkForClobber(Texture))
|
|
{
|
|
if (EnumHasAnyFlags(TextureAccess.GetAccess(), ERHIAccess::UAVMask))
|
|
{
|
|
for (int32 MipLevel = 0; MipLevel < Texture->Desc.NumMips; MipLevel++)
|
|
{
|
|
ClobberTextureUAV(CreateUAV(FRDGTextureUAVDesc(Texture, MipLevel)));
|
|
}
|
|
}
|
|
else if (EnumHasAnyFlags(TextureAccess.GetAccess(), ERHIAccess::RTV))
|
|
{
|
|
AddClearRenderTargetPass(*this, Texture, ClobberColor);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
const auto ClobberBufferAccess = [&](FRDGBufferAccess BufferAccess)
|
|
{
|
|
if (IsWritableAccess(BufferAccess.GetAccess()))
|
|
{
|
|
FRDGBufferRef Buffer = BufferAccess.GetBuffer();
|
|
|
|
if (UserValidation.TryMarkForClobber(Buffer))
|
|
{
|
|
AddClearUAVPass(*this, CreateUAV(Buffer), GetClobberBufferValue());
|
|
}
|
|
}
|
|
};
|
|
|
|
Pass->GetParameters().Enumerate([&](FRDGParameter Parameter)
|
|
{
|
|
switch (Parameter.GetType())
|
|
{
|
|
case UBMT_RDG_BUFFER_UAV:
|
|
{
|
|
if (FRDGBufferUAVRef UAV = Parameter.GetAsBufferUAV())
|
|
{
|
|
FRDGBufferRef Buffer = UAV->GetParent();
|
|
|
|
if (UserValidation.TryMarkForClobber(Buffer))
|
|
{
|
|
AddClearUAVPass(*this, UAV, GetClobberBufferValue());
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_ACCESS:
|
|
{
|
|
ClobberTextureAccess(Parameter.GetAsTextureAccess());
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_ACCESS_ARRAY:
|
|
{
|
|
const FRDGTextureAccessArray& TextureAccessArray = Parameter.GetAsTextureAccessArray();
|
|
|
|
for (FRDGTextureAccess TextureAccess : TextureAccessArray)
|
|
{
|
|
ClobberTextureAccess(TextureAccess);
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_ACCESS:
|
|
{
|
|
ClobberBufferAccess(Parameter.GetAsBufferAccess());
|
|
}
|
|
break;
|
|
case UBMT_RDG_BUFFER_ACCESS_ARRAY:
|
|
{
|
|
const FRDGBufferAccessArray& BufferAccessArray = Parameter.GetAsBufferAccessArray();
|
|
|
|
for (FRDGBufferAccess BufferAccess : BufferAccessArray)
|
|
{
|
|
ClobberBufferAccess(BufferAccess);
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RDG_TEXTURE_UAV:
|
|
{
|
|
if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
|
|
{
|
|
FRDGTextureRef Texture = UAV->GetParent();
|
|
|
|
if (UserValidation.TryMarkForClobber(Texture))
|
|
{
|
|
if (Texture->Desc.NumMips == 1)
|
|
{
|
|
ClobberTextureUAV(UAV);
|
|
}
|
|
else
|
|
{
|
|
for (int32 MipLevel = 0; MipLevel < Texture->Desc.NumMips; MipLevel++)
|
|
{
|
|
ClobberTextureUAV(CreateUAV(FRDGTextureUAVDesc(Texture, MipLevel)));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case UBMT_RENDER_TARGET_BINDING_SLOTS:
|
|
{
|
|
const FRenderTargetBindingSlots& RenderTargets = Parameter.GetAsRenderTargetBindingSlots();
|
|
|
|
RenderTargets.Enumerate([&](FRenderTargetBinding RenderTarget)
|
|
{
|
|
FRDGTextureRef Texture = RenderTarget.GetTexture();
|
|
|
|
if (UserValidation.TryMarkForClobber(Texture))
|
|
{
|
|
AddClearRenderTargetPass(*this, Texture, ClobberColor);
|
|
}
|
|
});
|
|
|
|
if (FRDGTextureRef Texture = RenderTargets.DepthStencil.GetTexture())
|
|
{
|
|
if (UserValidation.TryMarkForClobber(Texture))
|
|
{
|
|
AddClearDepthStencilPass(*this, Texture, true, GetClobberDepth(), true, GetClobberStencil());
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
});
|
|
}
|
|
|
|
#endif //! RDG_ENABLE_DEBUG
|
|
|
|
#if WITH_MGPU
|
|
void FRDGBuilder::ForceCopyCrossGPU()
|
|
{
|
|
const auto GetLastProducerGPUMask = [](FRDGProducerStatesByPipeline& LastProducers) -> TOptional<FRHIGPUMask>
|
|
{
|
|
for (const FRDGProducerState& LastProducer : LastProducers)
|
|
{
|
|
if (LastProducer.Pass && !LastProducer.Pass->bCulled)
|
|
{
|
|
return LastProducer.Pass->GPUMask;
|
|
}
|
|
}
|
|
return {};
|
|
};
|
|
|
|
Experimental::TRobinHoodHashMap<FRHIBuffer*, FRHIGPUMask, DefaultKeyFuncs<FRHIBuffer*>, FRDGArrayAllocator> BuffersToTransfer;
|
|
BuffersToTransfer.Reserve(ExternalBuffers.Num());
|
|
|
|
for (auto& ExternalBuffer : ExternalBuffers)
|
|
{
|
|
FRHIBuffer* BufferRHI = ExternalBuffer.Key;
|
|
FRDGBuffer* BufferRDG = ExternalBuffer.Value;
|
|
|
|
if (!EnumHasAnyFlags(BufferRDG->Desc.Usage, BUF_MultiGPUAllocate | BUF_MultiGPUGraphIgnore))
|
|
{
|
|
TOptional<FRHIGPUMask> GPUMask = GetLastProducerGPUMask(BufferRDG->LastProducer);
|
|
|
|
if (GPUMask)
|
|
{
|
|
BuffersToTransfer.FindOrAdd(BufferRHI, *GPUMask);
|
|
}
|
|
}
|
|
}
|
|
|
|
Experimental::TRobinHoodHashMap<FRHITexture*, FRHIGPUMask, DefaultKeyFuncs<FRHITexture*>, FRDGArrayAllocator> TexturesToTransfer;
|
|
TexturesToTransfer.Reserve(ExternalTextures.Num());
|
|
|
|
for (auto& ExternalTexture : ExternalTextures)
|
|
{
|
|
FRHITexture* TextureRHI = ExternalTexture.Key;
|
|
FRDGTexture* TextureRDG = ExternalTexture.Value;
|
|
|
|
if (!EnumHasAnyFlags(TextureRDG->Desc.Flags, TexCreate_MultiGPUGraphIgnore))
|
|
{
|
|
for (auto& LastProducer : TextureRDG->LastProducers)
|
|
{
|
|
TOptional<FRHIGPUMask> GPUMask = GetLastProducerGPUMask(LastProducer);
|
|
|
|
if (GPUMask)
|
|
{
|
|
TexturesToTransfer.FindOrAdd(TextureRHI, *GPUMask);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now that we've got the list of external resources, and the GPU they were last written to, make a list of what needs to
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// be propagated to other GPUs.
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TArray<FTransferResourceParams, FRDGArrayAllocator> Transfers;
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Transfers.Reserve(BuffersToTransfer.Num() + TexturesToTransfer.Num());
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const FRHIGPUMask AllGPUMask = FRHIGPUMask::All();
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const bool bPullData = false;
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const bool bLockstepGPUs = true;
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|
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for (auto& KeyValue : BuffersToTransfer)
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|
{
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|
FRHIBuffer* Buffer = KeyValue.Key;
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|
FRHIGPUMask GPUMask = KeyValue.Value;
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|
|
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for (uint32 GPUIndex : AllGPUMask)
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|
{
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if (!GPUMask.Contains(GPUIndex))
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|
{
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Transfers.Add(FTransferResourceParams(Buffer, GPUMask.GetFirstIndex(), GPUIndex, bPullData, bLockstepGPUs));
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}
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|
}
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|
}
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|
|
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for (auto& KeyValue : TexturesToTransfer)
|
|
{
|
|
FRHITexture* Texture = KeyValue.Key;
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|
FRHIGPUMask GPUMask = KeyValue.Value;
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|
|
|
for (uint32 GPUIndex : AllGPUMask)
|
|
{
|
|
if (!GPUMask.Contains(GPUIndex))
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|
{
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|
Transfers.Add(FTransferResourceParams(Texture, GPUMask.GetFirstIndex(), GPUIndex, bPullData, bLockstepGPUs));
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|
}
|
|
}
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|
}
|
|
|
|
if (Transfers.Num())
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|
{
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|
RHICmdList.TransferResources(Transfers);
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|
}
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|
}
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#endif // WITH_MGPU
|