Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphResources.cpp
zach bethel 90bc2efada RDG refactor to enable draining of work after issuing occlusion queries.
- 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]
2021-05-19 17:54:58 -04:00

343 lines
10 KiB
C++

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