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342 lines
11 KiB
C++
342 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "RenderGraphPass.h"
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#include "RenderGraphPrivate.h"
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#include "RenderGraphUtils.h"
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static FRDGPassHandlesByPipeline GetPassesByPipeline(const FRDGPass* Pass)
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{
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check(Pass);
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FRDGPassHandlesByPipeline Passes;
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Passes[Pass->GetPipeline()] = Pass->GetHandle();
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return Passes;
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}
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FUniformBufferStaticBindings FRDGParameterStruct::GetStaticUniformBuffers() const
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{
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FUniformBufferStaticBindings GlobalUniformBuffers;
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for (uint32 Index = 0, Count = Layout->UniformBuffers.Num(); Index < Count; ++Index)
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{
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const uint32 MemberOffset = Layout->UniformBuffers[Index].MemberOffset;
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const FUniformBufferBinding& UniformBuffer = *reinterpret_cast<const FUniformBufferBinding*>(const_cast<uint8*>(Contents + MemberOffset));
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if (UniformBuffer && UniformBuffer.IsStatic())
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{
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GlobalUniformBuffers.AddUniformBuffer(UniformBuffer.GetUniformBuffer());
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}
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}
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EnumerateUniformBuffers([&](FRDGUniformBufferBinding UniformBuffer)
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{
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if (UniformBuffer.IsStatic())
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{
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GlobalUniformBuffers.AddUniformBuffer(UniformBuffer->GetRHI());
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}
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});
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return GlobalUniformBuffers;
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}
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FRHIRenderPassInfo FRDGParameterStruct::GetRenderPassInfo() const
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{
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const FRenderTargetBindingSlots& RenderTargets = GetRenderTargets();
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FRHIRenderPassInfo RenderPassInfo;
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uint32 SampleCount = 0;
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uint32 RenderTargetIndex = 0;
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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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ERenderTargetStoreAction StoreAction = EnumHasAnyFlags(Texture->Desc.Flags, TexCreate_Memoryless) ? ERenderTargetStoreAction::ENoAction : ERenderTargetStoreAction::EStore;
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if (ResolveTexture)
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{
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// Silently skip the resolve if the resolve texture is the same as the render target texture.
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if (ResolveTexture != Texture)
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{
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StoreAction = ERenderTargetStoreAction::EMultisampleResolve;
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}
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else
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{
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ResolveTexture = nullptr;
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}
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}
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auto& ColorRenderTarget = RenderPassInfo.ColorRenderTargets[RenderTargetIndex];
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ColorRenderTarget.RenderTarget = Texture->GetRHI();
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ColorRenderTarget.ResolveTarget = ResolveTexture ? ResolveTexture->GetRHI() : nullptr;
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ColorRenderTarget.ArraySlice = RenderTarget.GetArraySlice();
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ColorRenderTarget.MipIndex = RenderTarget.GetMipIndex();
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ColorRenderTarget.Action = MakeRenderTargetActions(RenderTarget.GetLoadAction(), StoreAction);
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SampleCount |= ColorRenderTarget.RenderTarget->GetNumSamples();
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++RenderTargetIndex;
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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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const FExclusiveDepthStencil ExclusiveDepthStencil = DepthStencil.GetDepthStencilAccess();
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const ERenderTargetStoreAction StoreAction = EnumHasAnyFlags(Texture->Desc.Flags, TexCreate_Memoryless) ? ERenderTargetStoreAction::ENoAction : ERenderTargetStoreAction::EStore;
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const ERenderTargetStoreAction DepthStoreAction = ExclusiveDepthStencil.IsUsingDepth() ? StoreAction : ERenderTargetStoreAction::ENoAction;
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const ERenderTargetStoreAction StencilStoreAction = ExclusiveDepthStencil.IsUsingStencil() ? StoreAction : ERenderTargetStoreAction::ENoAction;
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auto& DepthStencilTarget = RenderPassInfo.DepthStencilRenderTarget;
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DepthStencilTarget.DepthStencilTarget = Texture->GetRHI();
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DepthStencilTarget.Action = MakeDepthStencilTargetActions(
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MakeRenderTargetActions(DepthStencil.GetDepthLoadAction(), DepthStoreAction),
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MakeRenderTargetActions(DepthStencil.GetStencilLoadAction(), StencilStoreAction));
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DepthStencilTarget.ExclusiveDepthStencil = ExclusiveDepthStencil;
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SampleCount |= DepthStencilTarget.DepthStencilTarget->GetNumSamples();
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}
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RenderPassInfo.bIsMSAA = SampleCount > 1;
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RenderPassInfo.ResolveParameters = RenderTargets.ResolveRect;
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RenderPassInfo.ResolveParameters.SourceAccessFinal = ERHIAccess::RTV;
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RenderPassInfo.ResolveParameters.DestAccessFinal = ERHIAccess::ResolveDst;
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RenderPassInfo.NumOcclusionQueries = RenderTargets.NumOcclusionQueries;
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RenderPassInfo.bOcclusionQueries = RenderTargets.NumOcclusionQueries > 0;
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RenderPassInfo.SubpassHint = RenderTargets.SubpassHint;
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RenderPassInfo.MultiViewCount = RenderTargets.MultiViewCount;
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RenderPassInfo.ShadingRateTexture = RenderTargets.ShadingRateTexture ? RenderTargets.ShadingRateTexture->GetRHI() : nullptr;
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return RenderPassInfo;
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}
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uint32 GetTypeHash(FRDGBarrierBatchBeginId Id)
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{
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static_assert(sizeof(Id.Passes) == 4, "Hash expects the Passes array to be 4 bytes (2 uint16's).");
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uint32 Hash = *(const uint32*)Id.Passes.GetData();
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return (Hash << GetRHIPipelineCount()) | uint32(Id.PipelinesAfter);
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}
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FRDGTransitionQueue::FRDGTransitionQueue(uint32 ReservedCount)
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{
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Queue.Reserve(ReservedCount);
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}
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void FRDGTransitionQueue::Insert(const FRHITransition* Transition, ERHICreateTransitionFlags TransitionFlags)
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{
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if (!EnumHasAnyFlags(TransitionFlags, ERHICreateTransitionFlags::NoFence))
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{
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QueueWithFences.Add(Transition);
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}
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else
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{
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Queue.Add(Transition);
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}
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}
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void FRDGTransitionQueue::Begin(FRHIComputeCommandList& RHICmdList)
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{
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if (Queue.Num() || QueueWithFences.Num())
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{
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// Fence signals happen last.
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Queue.Append(QueueWithFences);
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RHICmdList.BeginTransitions(Queue);
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Queue.Empty();
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QueueWithFences.Empty();
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}
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}
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void FRDGTransitionQueue::End(FRHIComputeCommandList& RHICmdList)
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{
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if (Queue.Num() || QueueWithFences.Num())
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{
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// Fence waits happen first.
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Queue.Insert(QueueWithFences, 0);
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RHICmdList.EndTransitions(Queue);
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Queue.Empty();
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QueueWithFences.Empty();
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}
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}
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FRDGBarrierBatchBegin::FRDGBarrierBatchBegin(ERHIPipeline InPipelinesToBegin, ERHIPipeline InPipelinesToEnd, const TCHAR* InDebugName, const FRDGPass* InDebugPass)
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: FRDGBarrierBatchBegin(InPipelinesToBegin, InPipelinesToEnd, InDebugName, GetPassesByPipeline(InDebugPass))
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{}
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FRDGBarrierBatchBegin::FRDGBarrierBatchBegin(ERHIPipeline InPipelinesToBegin, ERHIPipeline InPipelinesToEnd, const TCHAR* InDebugName, FRDGPassHandlesByPipeline InDebugPasses)
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: PipelinesToBegin(InPipelinesToBegin)
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, PipelinesToEnd(InPipelinesToEnd)
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#if RDG_ENABLE_DEBUG
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, DebugPasses(InDebugPasses)
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, DebugName(InDebugName)
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, DebugPipelinesToBegin(InPipelinesToBegin)
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, DebugPipelinesToEnd(InPipelinesToEnd)
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#endif
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{
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#if RDG_ENABLE_DEBUG
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for (ERHIPipeline Pipeline : GetRHIPipelines())
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{
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// We should have provided corresponding debug passes to match the pipeline flags.
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check(InDebugPasses[Pipeline].IsValid() == EnumHasAllFlags(InPipelinesToBegin, Pipeline));
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}
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#endif
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}
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void FRDGBarrierBatchBegin::AddTransition(FRDGParentResourceRef Resource, const FRHITransitionInfo& Info)
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{
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Transitions.Add(Info);
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bTransitionNeeded = true;
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#if STATS
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GRDGStatTransitionCount++;
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#endif
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#if RDG_ENABLE_DEBUG
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DebugResources.Add(Resource);
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#endif
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}
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void FRDGBarrierBatchBegin::Submit(FRHIComputeCommandList& RHICmdList, ERHIPipeline Pipeline, FRDGTransitionQueue& TransitionsToBegin)
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{
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// Submit may be called once for each pipe. The first to submit creates the transition.
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if (!Transition && bTransitionNeeded)
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{
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Transition = RHICreateTransition(PipelinesToBegin, PipelinesToEnd, TransitionFlags, Transitions);
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}
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if (Transition)
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{
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check(EnumHasAnyFlags(PipelinesToBegin, Pipeline));
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EnumRemoveFlags(PipelinesToBegin, Pipeline);
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TransitionsToBegin.Insert(Transition, TransitionFlags);
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}
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#if STATS
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GRDGStatTransitionBatchCount++;
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#endif
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}
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void FRDGBarrierBatchBegin::Submit(FRHIComputeCommandList& RHICmdList, ERHIPipeline Pipeline)
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{
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FRDGTransitionQueue TransitionsToBegin;
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Submit(RHICmdList, Pipeline, TransitionsToBegin);
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TransitionsToBegin.Begin(RHICmdList);
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}
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void FRDGBarrierBatchEnd::AddDependency(FRDGBarrierBatchBegin* BeginBatch)
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{
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#if RDG_ENABLE_DEBUG
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check(BeginBatch);
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for (ERHIPipeline Pipeline : GetRHIPipelines())
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{
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const FRDGPassHandle BeginPassHandle = BeginBatch->DebugPasses[Pipeline];
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if (BeginPassHandle.IsValid())
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{
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checkf(BeginPassHandle <= PassHandle, TEXT("A transition end batch for pass %d is dependent on begin batch for pass %d."), PassHandle.GetIndex(), BeginPassHandle.GetIndex());
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}
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}
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#endif
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Dependencies.AddUnique(BeginBatch);
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}
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void FRDGBarrierBatchEnd::Submit(FRHIComputeCommandList& RHICmdList, ERHIPipeline Pipeline)
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{
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FRDGTransitionQueue Transitions(Dependencies.Num());
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for (FRDGBarrierBatchBegin* Dependent : Dependencies)
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{
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if (EnumHasAnyFlags(Dependent->PipelinesToEnd, Pipeline))
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{
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check(Dependent->Transition);
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EnumRemoveFlags(Dependent->PipelinesToEnd, Pipeline);
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Transitions.Insert(Dependent->Transition, Dependent->TransitionFlags);
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}
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}
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Transitions.End(RHICmdList);
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}
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FRDGBarrierBatchBegin& FRDGPass::GetPrologueBarriersToBegin(FRDGAllocator& Allocator)
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{
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if (!PrologueBarriersToBegin)
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{
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PrologueBarriersToBegin = Allocator.AllocNoDestruct<FRDGBarrierBatchBegin>(Pipeline, Pipeline, TEXT("Prologue"), this);
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}
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return *PrologueBarriersToBegin;
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}
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FRDGBarrierBatchBegin& FRDGPass::GetEpilogueBarriersToBeginForGraphics(FRDGAllocator& Allocator)
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{
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if (!EpilogueBarriersToBeginForGraphics)
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{
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EpilogueBarriersToBeginForGraphics = Allocator.AllocNoDestruct<FRDGBarrierBatchBegin>(Pipeline, ERHIPipeline::Graphics, GetEpilogueBarriersToBeginDebugName(ERHIPipeline::Graphics), this);
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}
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return *EpilogueBarriersToBeginForGraphics;
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}
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FRDGBarrierBatchBegin& FRDGPass::GetEpilogueBarriersToBeginForAsyncCompute(FRDGAllocator& Allocator)
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{
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if (!EpilogueBarriersToBeginForAsyncCompute)
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{
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EpilogueBarriersToBeginForAsyncCompute = Allocator.AllocNoDestruct<FRDGBarrierBatchBegin>(Pipeline, ERHIPipeline::AsyncCompute, GetEpilogueBarriersToBeginDebugName(ERHIPipeline::AsyncCompute), this);
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}
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return *EpilogueBarriersToBeginForAsyncCompute;
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}
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FRDGBarrierBatchBegin& FRDGPass::GetEpilogueBarriersToBeginForAll(FRDGAllocator& Allocator)
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{
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if (!EpilogueBarriersToBeginForAll)
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{
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EpilogueBarriersToBeginForAll = Allocator.AllocNoDestruct<FRDGBarrierBatchBegin>(Pipeline, ERHIPipeline::All, GetEpilogueBarriersToBeginDebugName(ERHIPipeline::AsyncCompute), this);
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}
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return *EpilogueBarriersToBeginForAll;
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}
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FRDGBarrierBatchEnd& FRDGPass::GetPrologueBarriersToEnd(FRDGAllocator& Allocator)
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{
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if (!PrologueBarriersToEnd)
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{
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PrologueBarriersToEnd = Allocator.AllocNoDestruct<FRDGBarrierBatchEnd>(Handle);
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}
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return *PrologueBarriersToEnd;
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}
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FRDGBarrierBatchEnd& FRDGPass::GetEpilogueBarriersToEnd(FRDGAllocator& Allocator)
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{
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if (!EpilogueBarriersToEnd)
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{
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EpilogueBarriersToEnd = Allocator.AllocNoDestruct<FRDGBarrierBatchEnd>(Handle);
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}
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return *EpilogueBarriersToEnd;
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}
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FRDGPass::FRDGPass(
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FRDGEventName&& InName,
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FRDGParameterStruct InParameterStruct,
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ERDGPassFlags InFlags)
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: Name(Forward<FRDGEventName&&>(InName))
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, ParameterStruct(InParameterStruct)
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, Flags(InFlags)
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, Pipeline(EnumHasAnyFlags(Flags, ERDGPassFlags::AsyncCompute) ? ERHIPipeline::AsyncCompute : ERHIPipeline::Graphics)
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{}
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#if RDG_ENABLE_DEBUG
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const TCHAR* FRDGPass::GetName() const
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{
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// When in debug runtime mode, use the full path name.
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if (!FullPathIfDebug.IsEmpty())
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{
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return *FullPathIfDebug;
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}
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else
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{
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return Name.GetTCHAR();
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}
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}
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#endif
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void FRDGPass::Execute(FRHIComputeCommandList& RHICmdList)
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_FRDGPass_Execute);
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RHICmdList.SetStaticUniformBuffers(ParameterStruct.GetStaticUniformBuffers());
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ExecuteImpl(RHICmdList);
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} |