Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphDefinitions.h
jason hoerner 2b0f208938 Visualize Texture: Performance and feature upgrades.
* 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]
2024-02-03 16:07:46 -05:00

717 lines
22 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ProfilingDebugging/RealtimeGPUProfiler.h"
#include "RenderGraphAllocator.h"
#include "RenderGraphFwd.h"
#include "RHIBreadcrumbs.h"
/** DEFINES */
/** Whether render graph debugging is enabled. */
#define RDG_ENABLE_DEBUG (!UE_BUILD_SHIPPING && !UE_BUILD_TEST)
/** Performs the operation if RDG_ENABLE_DEBUG is enabled. Useful for one-line checks without explicitly wrapping in #if. */
#if RDG_ENABLE_DEBUG
#define IF_RDG_ENABLE_DEBUG(Op) Op
#else
#define IF_RDG_ENABLE_DEBUG(Op)
#endif
/** Whether render graph debugging is enabled and we are compiling with the engine. */
#define RDG_ENABLE_DEBUG_WITH_ENGINE (RDG_ENABLE_DEBUG && WITH_ENGINE)
/** Whether render graph insight tracing is enabled. */
#define RDG_ENABLE_TRACE UE_TRACE_ENABLED && !IS_PROGRAM && !UE_BUILD_SHIPPING
#if RDG_ENABLE_TRACE
#define IF_RDG_ENABLE_TRACE(Op) Op
#else
#define IF_RDG_ENABLE_TRACE(Op)
#endif
/** Allows to dump all RDG resources of a frame. */
#define RDG_DUMP_RESOURCES (WITH_DUMPGPU)
/** Allows to dump RDG resource after each draw call. */
#define RDG_DUMP_RESOURCES_AT_EACH_DRAW (RDG_DUMP_RESOURCES)
/** The type of GPU events the render graph system supports.
* RDG_EVENTS == 0 means there is no string processing at all.
* RDG_EVENTS == 1 means the format component of the event name is stored as a const TCHAR*.
* RDG_EVENTS == 2 means string formatting is evaluated and stored in an FString.
*/
#define RDG_EVENTS_NONE 0
#define RDG_EVENTS_STRING_REF 1
#define RDG_EVENTS_STRING_COPY 2
/** Whether render graph GPU events are enabled. */
#if WITH_PROFILEGPU
#if UE_BUILD_TEST || UE_BUILD_SHIPPING
#define RDG_EVENTS RDG_EVENTS_STRING_REF
#else
#define RDG_EVENTS RDG_EVENTS_STRING_COPY
#endif
#elif WITH_RHI_BREADCRUMBS
#define RDG_EVENTS RDG_EVENTS_STRING_REF
#else
#define RDG_EVENTS RDG_EVENTS_NONE
#endif
#define SUPPORTS_VISUALIZE_TEXTURE (WITH_ENGINE && (!UE_BUILD_SHIPPING || WITH_EDITOR))
/** ENUMS */
enum class ERDGBuilderFlags
{
None = 0,
/** Allows the builder to parallelize execution of passes. Without this flag, all passes execute on the render thread. */
AllowParallelExecute = 1 << 0
};
ENUM_CLASS_FLAGS(ERDGBuilderFlags);
/** Flags to annotate a pass with when calling AddPass. */
enum class ERDGPassFlags : uint16
{
/** Pass doesn't have any inputs or outputs tracked by the graph. This may only be used by the parameterless AddPass function. */
None = 0,
/** Pass uses rasterization on the graphics pipe. */
Raster = 1 << 0,
/** Pass uses compute on the graphics pipe. */
Compute = 1 << 1,
/** Pass uses compute on the async compute pipe. */
AsyncCompute = 1 << 2,
/** Pass uses copy commands on the graphics pipe. */
Copy = 1 << 3,
/** Pass (and its producers) will never be culled. Necessary if outputs cannot be tracked by the graph. */
NeverCull = 1 << 4,
/** Render pass begin / end is skipped and left to the user. Only valid when combined with 'Raster'. Disables render pass merging for the pass. */
SkipRenderPass = 1 << 5,
/** Pass will never have its render pass merged with other passes. */
NeverMerge = 1 << 6,
/** Pass will never run off the render thread. */
NeverParallel = 1 << 7,
/** Pass uses copy commands but writes to a staging resource. */
Readback = Copy | NeverCull
};
ENUM_CLASS_FLAGS(ERDGPassFlags);
/** Flags to annotate a render graph buffer. */
enum class ERDGBufferFlags : uint8
{
None = 0,
/** Tag the buffer to survive through frame, that is important for multi GPU alternate frame rendering. */
MultiFrame = 1 << 0,
/** The buffer is ignored by RDG tracking and will never be transitioned. Use the flag when registering a buffer with no writable GPU flags.
* Write access is not allowed for the duration of the graph. This flag is intended as an optimization to cull out tracking of read-only
* buffers that are used frequently throughout the graph. Note that it's the user's responsibility to ensure the resource is in the correct
* readable state for use with RDG passes, as RDG does not know the exact state of the resource.
*/
SkipTracking = 1 << 1,
/** When set, RDG will perform its first barrier without splitting. Practically, this means the resource is left in its initial state
* until the first pass it's used within the graph. Without this flag, the resource is split-transitioned at the start of the graph.
*/
ForceImmediateFirstBarrier = 1 << 2,
};
ENUM_CLASS_FLAGS(ERDGBufferFlags);
/** Flags to annotate a render graph texture. */
enum class ERDGTextureFlags : uint8
{
None = 0,
/** Tag the texture to survive through frame, that is important for multi GPU alternate frame rendering. */
MultiFrame = 1 << 0,
/** The buffer is ignored by RDG tracking and will never be transitioned. Use the flag when registering a buffer with no writable GPU flags.
* Write access is not allowed for the duration of the graph. This flag is intended as an optimization to cull out tracking of read-only
* buffers that are used frequently throughout the graph. Note that it's the user's responsibility to ensure the resource is in the correct
* readable state for use with RDG passes, as RDG does not know the exact state of the resource.
*/
SkipTracking = 1 << 1,
/** When set, RDG will perform its first barrier without splitting. Practically, this means the resource is left in its initial state
* until the first pass it's used within the graph. Without this flag, the resource is split-transitioned at the start of the graph.
*/
ForceImmediateFirstBarrier = 1 << 2,
/** Prevents metadata decompression on this texture. */
MaintainCompression = 1 << 3,
};
ENUM_CLASS_FLAGS(ERDGTextureFlags);
/** Flags to annotate a view with when calling CreateUAV. */
enum class ERDGUnorderedAccessViewFlags : uint8
{
None = 0,
// The view will not perform UAV barriers between consecutive usage.
SkipBarrier = 1 << 0
};
ENUM_CLASS_FLAGS(ERDGUnorderedAccessViewFlags);
/** The set of concrete parent resource types. */
enum class ERDGViewableResourceType : uint8
{
Texture,
Buffer,
MAX
};
/** The set of concrete view types. */
enum class ERDGViewType : uint8
{
TextureUAV,
TextureSRV,
BufferUAV,
BufferSRV,
MAX
};
inline ERDGViewableResourceType GetParentType(ERDGViewType ViewType)
{
switch (ViewType)
{
case ERDGViewType::TextureUAV:
case ERDGViewType::TextureSRV:
return ERDGViewableResourceType::Texture;
case ERDGViewType::BufferUAV:
case ERDGViewType::BufferSRV:
return ERDGViewableResourceType::Buffer;
}
checkNoEntry();
return ERDGViewableResourceType::MAX;
}
enum class ERDGResourceExtractionFlags : uint8
{
None = 0,
// Allows the resource to remain transient. Only use this flag if you intend to register the resource back
// into the graph and release the reference. This should not be used if the resource is cached for a long
// period of time.
AllowTransient = 1,
};
ENUM_CLASS_FLAGS(ERDGResourceExtractionFlags);
enum class ERDGInitialDataFlags : uint8
{
/** Specifies the default behavior, which is to make a copy of the initial data for replay when
* the graph is executed. The user does not need to preserve lifetime of the data pointer.
*/
None = 0,
/** Specifies that the user will maintain ownership of the data until the graph is executed. The
* upload pass will only use a reference to store the data. Use caution with this flag since graph
* execution is deferred! Useful to avoid the copy if the initial data lifetime is guaranteed to
* outlive the graph.
*/
NoCopy = 1 << 0
};
ENUM_CLASS_FLAGS(ERDGInitialDataFlags)
enum class ERDGPooledBufferAlignment : uint8
{
// The buffer size is not aligned.
None,
// The buffer size is aligned up to the next page size.
Page,
// The buffer size is aligned up to the next power of two.
PowerOfTwo
};
/** Returns the equivalent parent resource type for a view type. */
inline ERDGViewableResourceType GetViewableResourceType(ERDGViewType ViewType)
{
switch (ViewType)
{
case ERDGViewType::TextureUAV:
case ERDGViewType::TextureSRV:
return ERDGViewableResourceType::Texture;
case ERDGViewType::BufferUAV:
case ERDGViewType::BufferSRV:
return ERDGViewableResourceType::Buffer;
default:
checkNoEntry();
return ERDGViewableResourceType::MAX;
}
}
using ERDGTextureMetaDataAccess = ERHITextureMetaDataAccess;
/** Returns the associated FRHITransitionInfo plane index. */
inline int32 GetResourceTransitionPlaneForMetadataAccess(ERDGTextureMetaDataAccess Metadata)
{
switch (Metadata)
{
case ERDGTextureMetaDataAccess::CompressedSurface:
case ERDGTextureMetaDataAccess::HTile:
case ERDGTextureMetaDataAccess::Depth:
return FRHITransitionInfo::kDepthPlaneSlice;
case ERDGTextureMetaDataAccess::Stencil:
return FRHITransitionInfo::kStencilPlaneSlice;
default:
return 0;
}
}
/** HANDLE UTILITIES */
/** Handle helper class for internal tracking of RDG types. */
template <typename LocalObjectType, typename LocalIndexType>
class TRDGHandle
{
public:
using ObjectType = LocalObjectType;
using IndexType = LocalIndexType;
static const TRDGHandle Null;
TRDGHandle() = default;
explicit inline TRDGHandle(int32 InIndex)
{
check(InIndex >= 0 && InIndex <= kNullIndex);
Index = (IndexType)InIndex;
}
FORCEINLINE IndexType GetIndex() const { check(IsValid()); return Index; }
FORCEINLINE IndexType GetIndexUnchecked() const { return Index; }
FORCEINLINE bool IsNull() const { return Index == kNullIndex; }
FORCEINLINE bool IsValid() const { return Index != kNullIndex; }
FORCEINLINE operator bool() const { return IsValid(); }
FORCEINLINE bool operator==(TRDGHandle Other) const { return Index == Other.Index; }
FORCEINLINE bool operator!=(TRDGHandle Other) const { return Index != Other.Index; }
FORCEINLINE bool operator<=(TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index <= Other.Index; }
FORCEINLINE bool operator>=(TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index >= Other.Index; }
FORCEINLINE bool operator< (TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index < Other.Index; }
FORCEINLINE bool operator> (TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index > Other.Index; }
FORCEINLINE TRDGHandle& operator+=(int32 Increment)
{
check(int64(Index + Increment) <= int64(kNullIndex));
Index += (IndexType)Increment;
return *this;
}
FORCEINLINE TRDGHandle& operator-=(int32 Decrement)
{
check(int64(Index - Decrement) > 0);
Index -= (IndexType)Decrement;
return *this;
}
FORCEINLINE TRDGHandle operator-(int32 Subtract) const
{
TRDGHandle Handle = *this;
Handle -= Subtract;
return Handle;
}
FORCEINLINE TRDGHandle operator+(int32 Add) const
{
TRDGHandle Handle = *this;
Handle += Add;
return Handle;
}
FORCEINLINE TRDGHandle& operator++()
{
check(IsValid());
++Index;
return *this;
}
FORCEINLINE TRDGHandle& operator--()
{
check(IsValid());
--Index;
return *this;
}
// Returns the min of two pass handles. Returns null if both are null; returns the valid handle if one is null.
FORCEINLINE static TRDGHandle Min(TRDGHandle A, TRDGHandle B)
{
// If either index is null is will fail the comparison.
return A.Index < B.Index ? A : B;
}
// Returns the max of two pass handles. Returns null if both are null; returns the valid handle if one is null.
FORCEINLINE static TRDGHandle Max(TRDGHandle A, TRDGHandle B)
{
// If either index is null, it will wrap around to 0 and fail the comparison.
return (IndexType)(A.Index + 1) > (IndexType)(B.Index + 1) ? A : B;
}
private:
static const IndexType kNullIndex = TNumericLimits<IndexType>::Max();
IndexType Index = kNullIndex;
friend FORCEINLINE uint32 GetTypeHash(TRDGHandle Handle)
{
return Handle.GetIndex();
}
};
enum class ERDGHandleRegistryDestructPolicy
{
Registry,
Allocator,
Never
};
/** Helper handle registry class for internal tracking of RDG types. */
template <typename LocalHandleType, ERDGHandleRegistryDestructPolicy DestructPolicy = ERDGHandleRegistryDestructPolicy::Registry>
class TRDGHandleRegistry
{
public:
using HandleType = LocalHandleType;
using ObjectType = typename HandleType::ObjectType;
using IndexType = typename HandleType::IndexType;
TRDGHandleRegistry() = default;
TRDGHandleRegistry(const TRDGHandleRegistry&) = delete;
TRDGHandleRegistry(TRDGHandleRegistry&&) = default;
TRDGHandleRegistry& operator=(TRDGHandleRegistry&&) = default;
TRDGHandleRegistry& operator=(const TRDGHandleRegistry&) = delete;
~TRDGHandleRegistry()
{
Clear();
}
void Insert(ObjectType* Object)
{
Array.Emplace(Object);
Object->Handle = Last();
}
template<typename DerivedType = ObjectType, class ...TArgs>
DerivedType* Allocate(FRDGAllocator& Allocator, TArgs&&... Args)
{
static_assert(TIsDerivedFrom<DerivedType, ObjectType>::Value, "You must specify a type that derives from ObjectType");
DerivedType* Object;
if (DestructPolicy == ERDGHandleRegistryDestructPolicy::Allocator)
{
Object = Allocator.Alloc<DerivedType>(Forward<TArgs>(Args)...);
}
else
{
Object = Allocator.AllocNoDestruct<DerivedType>(Forward<TArgs>(Args)...);
}
Insert(Object);
return Object;
}
void Clear()
{
if (DestructPolicy == ERDGHandleRegistryDestructPolicy::Registry)
{
for (int32 Index = Array.Num() - 1; Index >= 0; --Index)
{
Array[Index]->~ObjectType();
}
}
Array.Empty();
}
template <typename FunctionType>
void Enumerate(FunctionType Function)
{
for (ObjectType* Object : Array)
{
Function(Object);
}
}
template <typename FunctionType>
void Enumerate(FunctionType Function) const
{
for (const ObjectType* Object : Array)
{
Function(Object);
}
}
FORCEINLINE const ObjectType* Get(HandleType Handle) const
{
return Array[Handle.GetIndex()];
}
FORCEINLINE ObjectType* Get(HandleType Handle)
{
return Array[Handle.GetIndex()];
}
FORCEINLINE const ObjectType* operator[] (HandleType Handle) const
{
return Get(Handle);
}
FORCEINLINE ObjectType* operator[] (HandleType Handle)
{
return Get(Handle);
}
FORCEINLINE HandleType Begin() const
{
return HandleType(0);
}
FORCEINLINE HandleType End() const
{
return HandleType(Array.Num());
}
FORCEINLINE HandleType Last() const
{
return HandleType(Array.Num() - 1);
}
FORCEINLINE int32 Num() const
{
return Array.Num();
}
private:
TArray<ObjectType*, FRDGArrayAllocator> Array;
};
/** Specialization of bit array with compile-time type checking for handles and a pre-configured allocator. */
template <typename HandleType>
class TRDGHandleBitArray : public TBitArray<FRDGBitArrayAllocator>
{
using Base = TBitArray<FRDGBitArrayAllocator>;
public:
using Base::Base;
FORCEINLINE FBitReference operator[](HandleType Handle)
{
return Base::operator[](Handle.GetIndex());
}
FORCEINLINE const FConstBitReference operator[](HandleType Handle) const
{
return Base::operator[](Handle.GetIndex());
}
};
/** Esoteric helper class which accumulates handles and will return a valid handle only if a single unique
* handle was added. Otherwise, it returns null until reset. This helper is chiefly used to track UAVs
* tagged as 'no UAV barrier'; such that a UAV barrier is issued only if a unique no-barrier UAV is used
* on a pass. Intended for internal use only.
*/
template <typename HandleType>
class TRDGHandleUniqueFilter
{
public:
TRDGHandleUniqueFilter() = default;
TRDGHandleUniqueFilter(HandleType InHandle)
{
AddHandle(InHandle);
}
void Reset()
{
Handle = HandleType::Null;
bUnique = false;
}
void AddHandle(HandleType InHandle)
{
if (Handle != InHandle && InHandle.IsValid())
{
bUnique = Handle.IsNull();
Handle = InHandle;
}
}
HandleType GetUniqueHandle() const
{
return bUnique ? Handle : HandleType::Null;
}
private:
HandleType Handle;
bool bUnique = false;
};
template <typename ObjectType, typename IndexType>
const TRDGHandle<ObjectType, IndexType> TRDGHandle<ObjectType, IndexType>::Null;
struct FRDGTextureDesc : public FRHITextureDesc
{
static FRDGTextureDesc Create2D(
FIntPoint Size
, EPixelFormat Format
, FClearValueBinding ClearValue
, ETextureCreateFlags Flags
, uint8 NumMips = 1
, uint8 NumSamples = 1
, uint32 ExtData = 0
)
{
const uint16 Depth = 1;
const uint16 ArraySize = 1;
return FRDGTextureDesc(ETextureDimension::Texture2D, Flags, Format, ClearValue, { Size.X, Size.Y }, Depth, ArraySize, NumMips, NumSamples, ExtData);
}
static FRDGTextureDesc Create2DArray(
FIntPoint Size
, EPixelFormat Format
, FClearValueBinding ClearValue
, ETextureCreateFlags Flags
, uint16 ArraySize
, uint8 NumMips = 1
, uint8 NumSamples = 1
, uint32 ExtData = 0
)
{
const uint16 Depth = 1;
return FRDGTextureDesc(ETextureDimension::Texture2DArray, Flags, Format, ClearValue, { Size.X, Size.Y }, Depth, ArraySize, NumMips, NumSamples, ExtData);
}
static FRDGTextureDesc Create3D(
FIntVector Size
, EPixelFormat Format
, FClearValueBinding ClearValue
, ETextureCreateFlags Flags
, uint8 NumMips = 1
, uint32 ExtData = 0
)
{
const uint16 ArraySize = 1;
const uint8 LocalNumSamples = 1;
checkf(Size.Z <= TNumericLimits<decltype(FRDGTextureDesc::Depth)>::Max(), TEXT("Depth parameter (Size.Z) exceeds valid range"));
return FRDGTextureDesc(ETextureDimension::Texture3D, Flags, Format, ClearValue, { Size.X, Size.Y }, (uint16)Size.Z, ArraySize, NumMips, LocalNumSamples, ExtData);
}
static FRDGTextureDesc CreateCube(
uint32 Size
, EPixelFormat Format
, FClearValueBinding ClearValue
, ETextureCreateFlags Flags
, uint8 NumMips = 1
, uint8 NumSamples = 1
, uint32 ExtData = 0
)
{
checkf(Size <= (uint32)TNumericLimits<int32>::Max(), TEXT("Size parameter exceeds valid range"));
const uint16 Depth = 1;
const uint16 ArraySize = 1;
return FRDGTextureDesc(ETextureDimension::TextureCube, Flags, Format, ClearValue, { (int32)Size, (int32)Size }, Depth, ArraySize, NumMips, NumSamples, ExtData);
}
static FRDGTextureDesc CreateCubeArray(
uint32 Size
, EPixelFormat Format
, FClearValueBinding ClearValue
, ETextureCreateFlags Flags
, uint16 ArraySize
, uint8 NumMips = 1
, uint8 NumSamples = 1
, uint32 ExtData = 0
)
{
checkf(Size <= (uint32)TNumericLimits<int32>::Max(), TEXT("Size parameter exceeds valid range"));
const uint16 Depth = 1;
return FRDGTextureDesc(ETextureDimension::TextureCubeArray, Flags, Format, ClearValue, { (int32)Size, (int32)Size }, Depth, ArraySize, NumMips, NumSamples, ExtData);
}
FRDGTextureDesc() = default;
FRDGTextureDesc(
ETextureDimension InDimension
, ETextureCreateFlags InFlags
, EPixelFormat InFormat
, FClearValueBinding InClearValue
, FIntPoint InExtent
, uint16 InDepth
, uint16 InArraySize
, uint8 InNumMips
, uint8 InNumSamples
, uint32 InExtData
)
: FRHITextureDesc(InDimension, InFlags, InFormat, InClearValue, InExtent, InDepth, InArraySize, InNumMips, InNumSamples, InExtData)
{
}
};
/** FORWARD DECLARATIONS */
class FRDGBlackboard;
class FRDGAsyncComputeBudgetScopeGuard;
class FRDGScopedCsvStatExclusive;
class FRDGScopedCsvStatExclusiveConditional;
class FRDGBarrierBatch;
class FRDGBarrierBatchBegin;
class FRDGBarrierBatchEnd;
class FRDGBarrierValidation;
class FRDGEventName;
class FRDGUserValidation;
class FRDGViewableResource;
using FRDGPassHandle = TRDGHandle<FRDGPass, uint16>;
using FRDGPassRegistry = TRDGHandleRegistry<FRDGPassHandle>;
using FRDGPassHandleArray = TArray<FRDGPassHandle, TInlineAllocator<4, FRDGArrayAllocator>>;
using FRDGPassBitArray = TRDGHandleBitArray<FRDGPassHandle>;
using FRDGUniformBufferHandle = TRDGHandle<FRDGUniformBuffer, uint16>;
using FRDGUniformBufferRegistry = TRDGHandleRegistry<FRDGUniformBufferHandle>;
using FRDGUniformBufferBitArray = TRDGHandleBitArray<FRDGUniformBufferHandle>;
using FRDGViewHandle = TRDGHandle<FRDGView, uint16>;
using FRDGViewRegistry = TRDGHandleRegistry<FRDGViewHandle, ERDGHandleRegistryDestructPolicy::Never>;
using FRDGViewUniqueFilter = TRDGHandleUniqueFilter<FRDGViewHandle>;
using FRDGViewBitArray = TRDGHandleBitArray<FRDGViewHandle>;
using FRDGTextureHandle = TRDGHandle<FRDGTexture, uint16>;
using FRDGTextureRegistry = TRDGHandleRegistry<FRDGTextureHandle, ERDGHandleRegistryDestructPolicy::Never>;
using FRDGTextureBitArray = TRDGHandleBitArray<FRDGTextureHandle>;
using FRDGBufferHandle = TRDGHandle<FRDGBuffer, uint16>;
using FRDGBufferRegistry = TRDGHandleRegistry<FRDGBufferHandle, ERDGHandleRegistryDestructPolicy::Registry>;
using FRDGBufferBitArray = TRDGHandleBitArray<FRDGBufferHandle>;
class FRDGBufferPool;
class FRDGTransientRenderTarget;
using FRDGPassHandlesByPipeline = TRHIPipelineArray<FRDGPassHandle>;
using FRDGPassesByPipeline = TRHIPipelineArray<FRDGPass*>;
class FRDGTrace;
class FRDGResourceDumpContext;
using FRDGBufferNumElementsCallback = TFunction<uint32()>;
using FRDGBufferInitialDataCallback = TFunction<const void*()>;
using FRDGBufferInitialDataSizeCallback = TFunction<uint64()>;
template <typename ArrayType,
typename ArrayTypeNoRef = std::remove_reference_t<ArrayType>,
typename = typename TEnableIf<TIsTArray_V<ArrayTypeNoRef>>::Type> using TRDGBufferArrayCallback = TFunction<const ArrayType&()>;
using FRDGBufferInitialDataFreeCallback = TFunction<void(const void* InData)>;
using FRDGBufferInitialDataFillCallback = TFunction<void(void* InData, uint32 InDataSize)>;
using FRDGDispatchGroupCountCallback = TFunction<FIntVector()>;