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- New Drain() method on FRDGBuilder; will flush all pending work. - Drained passes are not culled; resource lifetimes are extended; async compute fences are optimized as best as possible but fence joining may occur after the drain. - Batch up and pre-build all resource transitions. This is a prerequisite for parallel command lists. - Removed ServiceLocalQueue passes with built-in RDG AddDispatchHint(). #jira UE-114622 [CL 16393495 by zach bethel in ue5-main branch]
343 lines
10 KiB
C++
343 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "RenderGraphResources.h"
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#include "RenderGraphPass.h"
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#include "RenderGraphPrivate.h"
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inline bool NeedsUAVBarrier(FRDGViewHandle PreviousHandle, FRDGViewHandle NextHandle)
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{
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// Barrier if previous / next don't have a matching valid skip-barrier UAV handle.
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if (GRDGOverlapUAVs != 0 && NextHandle.IsValid() && PreviousHandle == NextHandle)
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{
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return false;
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}
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return true;
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}
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inline bool NeedsUAVBarrier(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
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{
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return NeedsUAVBarrier(Previous.NoUAVBarrierFilter.GetUniqueHandle(), Next.NoUAVBarrierFilter.GetUniqueHandle());
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}
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FRDGParentResource::FRDGParentResource(const TCHAR* InName, const ERDGParentResourceType InType)
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: FRDGResource(InName)
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, Type(InType)
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, bExternal(0)
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, bExtracted(0)
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, bProduced(0)
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, bTransient(0)
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, bUserSetNonTransient(0)
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, bFinalizedAccess(0)
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, bLastOwner(1)
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, bCulled(0)
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, bUsedByAsyncComputePass(0)
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{}
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bool FRDGProducerState::IsDependencyRequired(FRDGProducerState LastProducer, ERHIPipeline LastPipeline, FRDGProducerState NextState, ERHIPipeline NextPipeline)
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{
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/** This function determines whether a producer-consumer relationship exists in the graph, which is used for culling and
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* async-compute fence derivation. Producers are tracked per-pipeline, so it's safe to elide a cross-pipeline producer
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* for the purposes of overlapping producers, as long as a dependency exists on the same pipeline. Eliding both will
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* split the producer / consumer graph into two and break culling. The only current use case this is allowing multiple
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* pipes to write UAVs.
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*
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* Producer / consumer dependencies take place independent of resource state merging / transitions, so the logic must
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* be carefully aligned so that cross-pipe dependencies align with transitions.
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*/
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// The first needs to be known producers.
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check(IsWritableAccess(LastProducer.Access));
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// A dependency is always applied on the same pipe to ensure that connectivity is preserved for culling purposes.
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if (LastPipeline == NextPipeline)
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{
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return true;
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}
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// Only certain platforms allow multi-pipe UAV access.
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const ERHIAccess MultiPipelineUAVMask = ERHIAccess::UAVMask & GRHIMultiPipelineMergeableAccessMask;
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// Skip the dependency if the states are used as UAV on different pipes and a UAV barrier can be skipped. This elides the async fence.
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if (EnumHasAnyFlags(NextState.Access, MultiPipelineUAVMask) && !NeedsUAVBarrier(LastProducer.NoUAVBarrierHandle, NextState.NoUAVBarrierHandle))
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{
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return false;
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}
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// Everything else requires a dependency.
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return true;
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}
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bool FRDGSubresourceState::IsMergeAllowed(ERDGParentResourceType ResourceType, const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
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{
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/** State merging occurs during compilation and before resource transitions are collected. It serves to remove the bulk
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* of unnecessary transitions by looking ahead in the resource usage chain. A resource transition cannot occur within
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* a merged state, so a merge is not allowed to proceed if a barrier might be required. Merging is also where multi-pipe
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* transitions are determined, if supported by the platform.
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*/
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const ERHIAccess AccessUnion = Previous.Access | Next.Access;
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const ERHIAccess DSVMask = ERHIAccess::DSVRead | ERHIAccess::DSVWrite;
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// If we have the same access between the two states, we don't need to check for invalid access combinations.
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if (Previous.Access != Next.Access)
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{
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// Not allowed to merge read-only and writable states.
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if (EnumHasAnyFlags(Previous.Access, ERHIAccess::ReadOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::WritableMask))
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{
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return false;
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}
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// Not allowed to merge write-only and readable states.
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if (EnumHasAnyFlags(Previous.Access, ERHIAccess::WriteOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::ReadableMask))
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{
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return false;
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}
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// UAVs will filter through the above checks because they are both read and write. UAV can only merge it itself.
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if (EnumHasAnyFlags(AccessUnion, ERHIAccess::UAVMask) && EnumHasAnyFlags(AccessUnion, ~ERHIAccess::UAVMask))
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{
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return false;
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}
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// Depth Read / Write should never merge with anything other than itself.
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if (EnumHasAllFlags(AccessUnion, DSVMask) && EnumHasAnyFlags(AccessUnion, ~DSVMask))
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{
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return false;
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}
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// Filter out platform-specific unsupported mergeable states.
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if (EnumHasAnyFlags(AccessUnion, ~GRHIMergeableAccessMask))
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{
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return false;
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}
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}
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// Not allowed if the resource is being used as a UAV and needs a barrier.
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if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next))
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{
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return false;
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}
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// Filter out unsupported platform-specific multi-pipeline merged accesses.
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if (EnumHasAnyFlags(AccessUnion, ~GRHIMultiPipelineMergeableAccessMask) && Previous.GetPipelines() != Next.GetPipelines())
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{
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return false;
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}
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// Not allowed to merge differing flags.
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if (Previous.Flags != Next.Flags)
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{
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return false;
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}
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return true;
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}
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bool FRDGSubresourceState::IsTransitionRequired(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
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{
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// This function only needs to filter out identical states and handle UAV barriers.
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check(Next.Access != ERHIAccess::Unknown);
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if (Previous.Access != Next.Access || Previous.GetPipelines() != Next.GetPipelines() || Previous.Flags != Next.Flags)
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{
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return true;
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}
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// UAV is a special case as a barrier may still be required even if the states match.
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if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next))
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{
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return true;
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}
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return false;
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}
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void FRDGUniformBuffer::InitRHI()
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{
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check(!HasRHI());
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const EUniformBufferValidation Validation =
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#if RDG_ENABLE_DEBUG
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EUniformBufferValidation::ValidateResources;
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#else
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EUniformBufferValidation::None;
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#endif
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const FRDGParameterStruct PassParameters = GetParameters();
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UniformBufferRHI = RHICreateUniformBuffer(PassParameters.GetContents(), PassParameters.GetLayout(), UniformBuffer_SingleFrame, Validation);
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ResourceRHI = UniformBufferRHI;
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}
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void FRDGPooledTexture::Finalize()
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{
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for (FRDGSubresourceState& SubresourceState : State)
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{
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SubresourceState.Finalize();
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}
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Owner = nullptr;
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}
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void FRDGPooledTexture::Reset()
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{
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InitAsWholeResource(State);
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Owner = nullptr;
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}
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FRDGTextureSubresourceRange FRDGTexture::GetSubresourceRangeSRV() const
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{
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FRDGTextureSubresourceRange Range = GetSubresourceRange();
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// When binding a whole texture for shader read (SRV), we only use the first plane.
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// Other planes like stencil require a separate view to access for read in the shader.
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Range.PlaneSlice = FRHITransitionInfo::kDepthPlaneSlice;
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Range.NumPlaneSlices = 1;
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return Range;
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}
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IPooledRenderTarget* FRDGTexture::GetPooledRenderTarget() const
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{
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IF_RDG_ENABLE_DEBUG(ValidateRHIAccess());
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return PooledRenderTarget;
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}
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void FRDGTexture::SetRHI(FPooledRenderTarget* InPooledRenderTarget)
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{
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Allocation = TRefCountPtr<FPooledRenderTarget>(InPooledRenderTarget);
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PooledRenderTarget = InPooledRenderTarget;
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if (!InPooledRenderTarget->HasRDG())
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{
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InPooledRenderTarget->InitRDG();
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}
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SetRHI(InPooledRenderTarget->GetRDG(RenderTargetTexture));
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}
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void FRDGTexture::SetRHI(FRDGPooledTexture* InPooledTexture)
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{
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PooledTexture = InPooledTexture;
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State = &PooledTexture->State;
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ViewCache = &PooledTexture->ViewCache;
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// Return the previous owner and assign this texture as the new one.
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FRDGTextureRef PreviousOwner = PooledTexture->Owner;
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PooledTexture->Owner = this;
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// Link the previous alias to this one.
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if (PreviousOwner)
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{
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PreviousOwner->NextOwner = Handle;
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PreviousOwner->bLastOwner = false;
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}
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ResourceRHI = PooledTexture->GetRHI();
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}
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void FRDGTexture::SetRHI(FRHITransientTexture* InTransientTexture, FRDGAllocator& Allocator)
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{
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TransientTexture = InTransientTexture;
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State = Allocator.AllocNoDestruct<FRDGTextureSubresourceState>();
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ViewCache = &InTransientTexture->ViewCache;
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ResourceRHI = InTransientTexture->GetRHI();
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bTransient = true;
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}
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void FRDGTexture::Finalize(FRDGPooledTextureArray& PooledTextureArray)
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{
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checkf(NextOwner.IsNull() == !!bLastOwner, TEXT("NextOwner must match bLastOwner."));
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checkf(!bExtracted || bLastOwner, TEXT("Extracted resources must be the last owner of a resource."));
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if (bLastOwner)
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{
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if (bTransient)
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{
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// Manually deconstruct the allocated state so as not to invoke overhead from the allocators destructor tracking.
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State->~FRDGTextureSubresourceState();
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State = nullptr;
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}
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else
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{
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// External and extracted resources are user controlled, so we cannot assume the texture stays in its final state.
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if (bExternal || bExtracted)
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{
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PooledTexture->Reset();
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}
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else
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{
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PooledTexture->Finalize();
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}
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// Restore the reference to the last owner in the aliasing chain; not necessary for the transient resource allocator.
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if (PooledRenderTarget)
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{
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PooledTextureArray.Emplace(PooledRenderTarget);
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}
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}
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}
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// This releases the reference without invoking a virtual function call.
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TRefCountPtr<FPooledRenderTarget>(MoveTemp(Allocation));
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}
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void FRDGBuffer::SetRHI(FRDGPooledBuffer* InPooledBuffer)
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{
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// Return the previous owner and assign this buffer as the new one.
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FRDGBuffer* PreviousOwner = InPooledBuffer->Owner;
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InPooledBuffer->Owner = this;
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// Link the previous owner to this one.
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if (PreviousOwner)
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{
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PreviousOwner->NextOwner = Handle;
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PreviousOwner->bLastOwner = false;
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}
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PooledBuffer = InPooledBuffer;
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Allocation = InPooledBuffer;
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State = &PooledBuffer->State;
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ViewCache = &PooledBuffer->ViewCache;
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ResourceRHI = InPooledBuffer->GetRHI();
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}
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void FRDGBuffer::SetRHI(FRHITransientBuffer* InTransientBuffer, FRDGAllocator& Allocator)
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{
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TransientBuffer = InTransientBuffer;
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State = Allocator.AllocNoDestruct<FRDGSubresourceState>();
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ViewCache = &InTransientBuffer->ViewCache;
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ResourceRHI = InTransientBuffer->GetRHI();
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bTransient = true;;
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}
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void FRDGBuffer::Finalize(FRDGPooledBufferArray& PooledBufferArray)
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{
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// If these fire, the graph is not tracking state properly.
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checkf(NextOwner.IsNull() == !!bLastOwner, TEXT("NextOwner must match bLastOwner."));
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checkf(!bExtracted || bLastOwner, TEXT("Extracted resources must be the last owner of a resource."));
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if (bLastOwner)
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{
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if (bTransient)
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{
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State = nullptr;
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}
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else
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{
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if (bExternal || bExtracted)
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{
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PooledBuffer->Reset();
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}
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else
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{
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PooledBuffer->Finalize();
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}
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PooledBufferArray.Emplace(PooledBuffer);
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}
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}
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Allocation = nullptr;
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} |