Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphPass.cpp
Marc Audy 9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00

342 lines
11 KiB
C++

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