Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderResource.cpp
josie yang 2289056981 Fix incorrect auto merge of CL23966262 causing duplicated OwnerName
[CL 23966886 by josie yang in ue5-main branch]
2023-02-02 08:46:21 -05:00

760 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
RenderResource.cpp: Render resource implementation.
=============================================================================*/
#include "RenderResource.h"
#include "Misc/App.h"
#include "RHI.h"
#include "RenderingThread.h"
#include "ProfilingDebugging/LoadTimeTracker.h"
#include "CoreGlobals.h"
#include "RenderGraphResources.h"
#include "Containers/ResourceArray.h"
#include "RenderCore.h"
/** Whether to enable mip-level fading or not: +1.0f if enabled, -1.0f if disabled. */
float GEnableMipLevelFading = 1.0f;
bool GFreeStructuresOnRHIBufferCreation = true;
FAutoConsoleVariableRef CVarFreeStructuresOnRHIBufferCreation(
TEXT("r.FreeStructuresOnRHIBufferCreation"),
GFreeStructuresOnRHIBufferCreation,
TEXT("Toggles experimental method for freeing helper structures that own the resource arrays after submitting to RHI instead of in the callback sink."));
/** Tracks render resources in a list. The implementation is optimized to allow fast allocation / deallocation from any thread,
* at the cost of period coalescing of thread-local data at a sync point each frame. Furthermore, iteration is not thread safe
* and must be performed at sync points.
*/
class FRenderResourceList
{
public:
static FRenderResourceList& Get()
{
static FRenderResourceList Instance;
return Instance;
}
~FRenderResourceList()
{
for (FFreeList* FreeList : LocalFreeLists)
{
delete FreeList;
}
FPlatformTLS::FreeTlsSlot(TLSSlot);
}
int32 Allocate(FRenderResource* Resource)
{
if (bIsIterating)
{
// This part is not thread safe. Iteration requires that no adds / removals are happening concurrently. The only
// supported case is recursive adds on the same thread (i.e. a parent resource initializes a child resource). In
// this case, we need to add the resource to the end so that it gets iterated as well.
check(IsInRenderingThread());
return ResourceList.AddElement(Resource);
}
FFreeList& LocalFreeList = GetLocalFreeList();
if (LocalFreeList.IsEmpty())
{
FScopeLock Lock(&CS);
// Try to allocate free slots from the global free list.
const int32 OldFreeListSize = GlobalFreeList.Num();
const int32 NewFreeListSize = FMath::Max(OldFreeListSize - ChunkSize, 0);
int32 NumElements = OldFreeListSize - NewFreeListSize;
if (NumElements > 0)
{
LocalFreeList.Append(GlobalFreeList.GetData() + NewFreeListSize, NumElements);
GlobalFreeList.SetNum(NewFreeListSize, false);
}
// Allocate more if we didn't get a full chunk from the global list.
while (NumElements < ChunkSize)
{
LocalFreeList.Emplace(ResourceList.AddElement(nullptr));
NumElements++;
}
}
int32 Index = LocalFreeList.Pop(false);
ResourceList[Index] = Resource;
return Index;
}
void Deallocate(int32 Index)
{
GetLocalFreeList().Emplace(Index);
ResourceList[Index] = nullptr;
}
//////////////////////////////////////////////////////////////////////////////
// These methods must be called at sync points where allocations / deallocations can't occur from another thread.
void Clear()
{
check(IsInRenderingThread());
for (FFreeList* FreeList : LocalFreeLists)
{
FreeList->Empty();
}
ResourceList.Empty();
}
void Coalesce()
{
check(IsInRenderingThread());
for (FFreeList* FreeList : LocalFreeLists)
{
GlobalFreeList.Append(*FreeList);
FreeList->Empty();
}
}
template<typename FunctionType>
void ForEach(const FunctionType& Function)
{
check(IsInRenderingThread());
check(!bIsIterating);
bIsIterating = true;
for (int32 Index = 0; Index < ResourceList.Num(); ++Index)
{
FRenderResource* Resource = ResourceList[Index];
if (Resource)
{
check(Resource->GetListIndex() == Index);
Function(Resource);
}
}
bIsIterating = false;
}
template<typename FunctionType>
void ForEachReverse(const FunctionType& Function)
{
check(IsInRenderingThread());
check(!bIsIterating);
bIsIterating = true;
for (int32 Index = ResourceList.Num() - 1; Index >= 0; --Index)
{
FRenderResource* Resource = ResourceList[Index];
if (Resource)
{
check(Resource->GetListIndex() == Index);
Function(Resource);
}
}
bIsIterating = false;
}
//////////////////////////////////////////////////////////////////////////////
private:
FRenderResourceList()
{
TLSSlot = FPlatformTLS::AllocTlsSlot();
}
const int32 ChunkSize = 1024;
using FFreeList = TArray<int32>;
FFreeList& GetLocalFreeList()
{
void* TLSValue = FPlatformTLS::GetTlsValue(TLSSlot);
if (TLSValue == nullptr)
{
FFreeList* TLSCache = new FFreeList();
FPlatformTLS::SetTlsValue(TLSSlot, (void*)(TLSCache));
FScopeLock S(&CS);
LocalFreeLists.Add(TLSCache);
return *TLSCache;
}
return *((FFreeList*)TLSValue);
}
uint32 TLSSlot;
FCriticalSection CS;
TArray<FFreeList*> LocalFreeLists;
FFreeList GlobalFreeList;
TChunkedArray<FRenderResource*> ResourceList;
bool bIsIterating = false;
};
void FRenderResource::CoalesceResourceList()
{
FRenderResourceList::Get().Coalesce();
}
void FRenderResource::ReleaseRHIForAllResources()
{
FRenderResourceList& ResourceList = FRenderResourceList::Get();
ResourceList.ForEachReverse([](FRenderResource* Resource) { check(Resource->IsInitialized()); Resource->ReleaseRHI(); });
ResourceList.ForEachReverse([](FRenderResource* Resource) { Resource->ReleaseDynamicRHI(); });
}
/** Initialize all resources initialized before the RHI was initialized */
void FRenderResource::InitPreRHIResources()
{
FRenderResourceList& ResourceList = FRenderResourceList::Get();
// Notify all initialized FRenderResources that there's a valid RHI device to create their RHI resources for now.
ResourceList.ForEach([](FRenderResource* Resource) { Resource->InitRHI(); });
// Dynamic resources can have dependencies on static resources (with uniform buffers) and must initialized last!
ResourceList.ForEach([](FRenderResource* Resource) { Resource->InitDynamicRHI(); });
#if !PLATFORM_NEEDS_RHIRESOURCELIST
ResourceList.Clear();
#endif
}
void FRenderResource::ChangeFeatureLevel(ERHIFeatureLevel::Type NewFeatureLevel)
{
ENQUEUE_RENDER_COMMAND(FRenderResourceChangeFeatureLevel)(
[NewFeatureLevel](FRHICommandList& RHICmdList)
{
FRenderResourceList::Get().ForEach([NewFeatureLevel](FRenderResource* Resource)
{
// Only resources configured for a specific feature level need to be updated
if (Resource->HasValidFeatureLevel() && (Resource->FeatureLevel != NewFeatureLevel))
{
Resource->ReleaseRHI();
Resource->ReleaseDynamicRHI();
Resource->FeatureLevel = NewFeatureLevel;
Resource->InitDynamicRHI();
Resource->InitRHI();
}
});
});
}
void FRenderResource::InitResource()
{
if (ListIndex == INDEX_NONE)
{
int32 LocalListIndex = INDEX_NONE;
if (PLATFORM_NEEDS_RHIRESOURCELIST || !GIsRHIInitialized)
{
LLM_SCOPE(ELLMTag::SceneRender);
LocalListIndex = FRenderResourceList::Get().Allocate(this);
}
else
{
// Mark this resource as initialized
LocalListIndex = 0;
}
if (GIsRHIInitialized)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(InitRenderResource);
InitDynamicRHI();
InitRHI();
}
FPlatformMisc::MemoryBarrier(); // there are some multithreaded reads of ListIndex
ListIndex = LocalListIndex;
}
}
void FRenderResource::ReleaseResource()
{
if ( !GIsCriticalError )
{
if(ListIndex != INDEX_NONE)
{
if(GIsRHIInitialized)
{
ReleaseRHI();
ReleaseDynamicRHI();
}
#if PLATFORM_NEEDS_RHIRESOURCELIST
FRenderResourceList::Get().Deallocate(ListIndex);
#endif
ListIndex = INDEX_NONE;
}
}
}
void FRenderResource::UpdateRHI()
{
check(IsInRenderingThread());
if(IsInitialized() && GIsRHIInitialized)
{
ReleaseRHI();
ReleaseDynamicRHI();
InitDynamicRHI();
InitRHI();
}
}
FRenderResource::FRenderResource()
: ListIndex(INDEX_NONE)
, FeatureLevel(ERHIFeatureLevel::Num)
{
}
FRenderResource::FRenderResource(ERHIFeatureLevel::Type InFeatureLevel)
: ListIndex(INDEX_NONE)
, FeatureLevel(InFeatureLevel)
{
}
FRenderResource::~FRenderResource()
{
checkf(ResourceState == ERenderResourceState::Default, TEXT(" Invalid Resource State: %s"), ResourceState == ERenderResourceState::BatchReleased ? TEXT("BatchReleased") : TEXT("Deleted"));
ResourceState = ERenderResourceState::Deleted;
if (IsInitialized() && !GIsCriticalError)
{
// Deleting an initialized FRenderResource will result in a crash later since it is still linked
UE_LOG(LogRendererCore, Fatal,TEXT("A FRenderResource was deleted without being released first!"));
}
}
bool FRenderResource::ShouldFreeResourceObject(void* ResourceObject, FResourceArrayInterface* ResourceArray)
{
return GFreeStructuresOnRHIBufferCreation && ResourceObject && (!ResourceArray || !ResourceArray->GetResourceDataSize());
}
FBufferRHIRef FRenderResource::CreateRHIBufferInternal(
const TCHAR* InDebugName,
const FName& InOwnerName,
uint32 ResourceCount,
EBufferUsageFlags InBufferUsageFlags,
FResourceArrayInterface* ResourceArray,
bool bRenderThread,
bool bWithoutNativeResource)
{
const uint32 SizeInBytes = ResourceArray ? ResourceArray->GetResourceDataSize() : 0;
FRHIResourceCreateInfo CreateInfo(InDebugName, ResourceArray);
CreateInfo.bWithoutNativeResource = bWithoutNativeResource;
FBufferRHIRef Buffer;
if (bRenderThread)
{
Buffer = RHICreateVertexBuffer(SizeInBytes, InBufferUsageFlags, CreateInfo);
}
else
{
FRHIAsyncCommandList CommandList;
Buffer = CommandList->CreateBuffer(SizeInBytes, InBufferUsageFlags | EBufferUsageFlags::VertexBuffer, 0, ERHIAccess::SRVMask, CreateInfo);
}
Buffer->SetOwnerName(InOwnerName);
return Buffer;
}
void FRenderResource::SetOwnerName(const FName& InOwnerName)
{
#if RHI_ENABLE_RESOURCE_INFO
OwnerName = InOwnerName;
#endif
}
FName FRenderResource::GetOwnerName() const
{
#if RHI_ENABLE_RESOURCE_INFO
return OwnerName;
#else
return NAME_None;
#endif
}
void BeginInitResource(FRenderResource* Resource)
{
LLM_SCOPE(ELLMTag::SceneRender);
ENQUEUE_RENDER_COMMAND(InitCommand)(
[Resource](FRHICommandListImmediate& RHICmdList)
{
Resource->InitResource();
});
}
void BeginUpdateResourceRHI(FRenderResource* Resource)
{
ENQUEUE_RENDER_COMMAND(UpdateCommand)(
[Resource](FRHICommandListImmediate& RHICmdList)
{
Resource->UpdateRHI();
});
}
struct FBatchedReleaseResources
{
enum
{
NumPerBatch = 16
};
TArray<FRenderResource*, TInlineAllocator<NumPerBatch>> Resources;
void Flush()
{
if (Resources.Num())
{
ENQUEUE_RENDER_COMMAND(BatchReleaseCommand)(
[BatchedReleaseResources = MoveTemp(Resources)](FRHICommandList& RHICmdList)
{
for (FRenderResource* Resource : BatchedReleaseResources)
{
check(Resource->ResourceState == ERenderResourceState::BatchReleased);
Resource->ReleaseResource();
Resource->ResourceState = ERenderResourceState::Default;
}
});
}
}
void Add(FRenderResource* Resource)
{
if (Resources.Num() >= NumPerBatch)
{
Flush();
}
check(Resources.Num() < NumPerBatch);
check(Resource->ResourceState == ERenderResourceState::Default);
Resource->ResourceState = ERenderResourceState::BatchReleased;
Resources.Push(Resource);
}
bool IsEmpty()
{
return Resources.Num() == 0;
}
};
static bool GBatchedReleaseIsActive = false;
static FBatchedReleaseResources GBatchedRelease;
void StartBatchedRelease()
{
check(IsInGameThread() && !GBatchedReleaseIsActive && GBatchedRelease.IsEmpty());
GBatchedReleaseIsActive = true;
}
void EndBatchedRelease()
{
check(IsInGameThread() && GBatchedReleaseIsActive);
GBatchedRelease.Flush();
GBatchedReleaseIsActive = false;
}
void BeginReleaseResource(FRenderResource* Resource)
{
if (GBatchedReleaseIsActive && IsInGameThread())
{
GBatchedRelease.Add(Resource);
return;
}
ENQUEUE_RENDER_COMMAND(ReleaseCommand)(
[Resource](FRHICommandList& RHICmdList)
{
Resource->ReleaseResource();
});
}
void ReleaseResourceAndFlush(FRenderResource* Resource)
{
// Send the release message.
ENQUEUE_RENDER_COMMAND(ReleaseCommand)(
[Resource](FRHICommandList& RHICmdList)
{
Resource->ReleaseResource();
});
FlushRenderingCommands();
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FTextureSamplerStateCache
class FTextureSamplerStateCache : public FRenderResource
{
public:
TMap<FSamplerStateInitializerRHI, FRHISamplerState*> Samplers;
virtual void ReleaseRHI() override
{
for (auto Pair : Samplers)
{
Pair.Value->Release();
}
Samplers.Empty();
}
};
TGlobalResource<FTextureSamplerStateCache> GTextureSamplerStateCache;
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FTexture
FTexture::FTexture() = default;
FTexture::~FTexture() = default;
uint32 FTexture::GetSizeX() const
{
return 0;
}
uint32 FTexture::GetSizeY() const
{
return 0;
}
uint32 FTexture::GetSizeZ() const
{
return 0;
}
void FTexture::ReleaseRHI()
{
TextureRHI.SafeRelease();
SamplerStateRHI.SafeRelease();
DeferredPassSamplerStateRHI.SafeRelease();
}
FString FTexture::GetFriendlyName() const
{
return TEXT("FTexture");
}
FRHISamplerState* FTexture::GetOrCreateSamplerState(const FSamplerStateInitializerRHI& Initializer)
{
// This sampler cache is supposed to be used only from RT
// Add a lock here if it's used from multiple threads
check(IsInRenderingThread());
FRHISamplerState** Found = GTextureSamplerStateCache.Samplers.Find(Initializer);
if (Found)
{
return *Found;
}
FSamplerStateRHIRef NewState = RHICreateSamplerState(Initializer);
// Add an extra reference so we don't have TRefCountPtr in the maps
NewState->AddRef();
GTextureSamplerStateCache.Samplers.Add(Initializer, NewState);
return NewState;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FTextureWithSRV
FTextureWithSRV::FTextureWithSRV() = default;
FTextureWithSRV::~FTextureWithSRV() = default;
void FTextureWithSRV::ReleaseRHI()
{
ShaderResourceViewRHI.SafeRelease();
FTexture::ReleaseRHI();
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FTextureReference
FTextureReference::FTextureReference()
: TextureReferenceRHI(NULL)
{
}
FTextureReference::~FTextureReference()
{
}
void FTextureReference::BeginInit_GameThread()
{
bInitialized_GameThread = true;
BeginInitResource(this);
}
void FTextureReference::BeginRelease_GameThread()
{
BeginReleaseResource(this);
bInitialized_GameThread = false;
}
double FTextureReference::GetLastRenderTime() const
{
if (bInitialized_GameThread && TextureReferenceRHI)
{
return TextureReferenceRHI->GetLastRenderTime();
}
return FLastRenderTimeContainer().GetLastRenderTime();
}
void FTextureReference::InvalidateLastRenderTime()
{
if (bInitialized_GameThread && TextureReferenceRHI)
{
TextureReferenceRHI->SetLastRenderTime(-FLT_MAX);
}
}
void FTextureReference::InitRHI()
{
SCOPED_LOADTIMER(FTextureReference_InitRHI);
TextureReferenceRHI = RHICreateTextureReference();
}
int32 GTextureReferenceRevertsLastRenderContainer = 1;
FAutoConsoleVariableRef CVarTextureReferenceRevertsLastRenderContainer(
TEXT("r.TextureReferenceRevertsLastRenderContainer"),
GTextureReferenceRevertsLastRenderContainer,
TEXT(""));
void FTextureReference::ReleaseRHI()
{
TextureReferenceRHI.SafeRelease();
}
FString FTextureReference::GetFriendlyName() const
{
return TEXT("FTextureReference");
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FVertexBuffer
FVertexBuffer::FVertexBuffer() = default;
FVertexBuffer::~FVertexBuffer() = default;
void FVertexBuffer::ReleaseRHI()
{
VertexBufferRHI.SafeRelease();
}
FString FVertexBuffer::GetFriendlyName() const
{
return TEXT("FVertexBuffer");
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FVertexBufferWithSRV
FVertexBufferWithSRV::FVertexBufferWithSRV() = default;
FVertexBufferWithSRV::~FVertexBufferWithSRV() = default;
void FVertexBufferWithSRV::ReleaseRHI()
{
ShaderResourceViewRHI.SafeRelease();
UnorderedAccessViewRHI.SafeRelease();
FVertexBuffer::ReleaseRHI();
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FIndexBuffer
FIndexBuffer::FIndexBuffer() = default;
FIndexBuffer::~FIndexBuffer() = default;
void FIndexBuffer::ReleaseRHI()
{
IndexBufferRHI.SafeRelease();
}
FString FIndexBuffer::GetFriendlyName() const
{
return TEXT("FIndexBuffer");
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// FBufferWithRDG
FBufferWithRDG::FBufferWithRDG() = default;
FBufferWithRDG::FBufferWithRDG(const FBufferWithRDG& Other) = default;
FBufferWithRDG& FBufferWithRDG::operator=(const FBufferWithRDG& Other) = default;
FBufferWithRDG::~FBufferWithRDG() = default;
void FBufferWithRDG::ReleaseRHI()
{
Buffer = nullptr;
FRenderResource::ReleaseRHI();
}
/*=============================================================================
FMipBiasFade class
=============================================================================*/
/** Global mip fading settings, indexed by EMipFadeSettings. */
FMipFadeSettings GMipFadeSettings[MipFade_NumSettings] =
{
FMipFadeSettings(0.3f, 0.1f), // MipFade_Normal
FMipFadeSettings(2.0f, 1.0f) // MipFade_Slow
};
/** How "old" a texture must be to be considered a "new texture", in seconds. */
float GMipLevelFadingAgeThreshold = 0.5f;
/**
* Sets up a new interpolation target for the mip-bias.
* @param ActualMipCount Number of mip-levels currently in memory
* @param TargetMipCount Number of mip-levels we're changing to
* @param LastRenderTime Timestamp when it was last rendered (FApp::CurrentTime time space)
* @param FadeSetting Which fade speed settings to use
*/
void FMipBiasFade::SetNewMipCount( float ActualMipCount, float TargetMipCount, double LastRenderTime, EMipFadeSettings FadeSetting )
{
check( ActualMipCount >=0 && TargetMipCount <= ActualMipCount );
float TimeSinceLastRendered = float(FApp::GetCurrentTime() - LastRenderTime);
// Is this a new texture or is this not in-game?
if ( TotalMipCount == 0 || TimeSinceLastRendered >= GMipLevelFadingAgeThreshold || GEnableMipLevelFading < 0.0f )
{
// No fading.
TotalMipCount = ActualMipCount;
MipCountDelta = 0.0f;
MipCountFadingRate = 0.0f;
StartTime = GRenderingRealtimeClock.GetCurrentTime();
BiasOffset = 0.0f;
return;
}
// Calculate the mipcount we're interpolating towards.
float CurrentTargetMipCount = TotalMipCount - BiasOffset + MipCountDelta;
// Is there no change?
if ( FMath::IsNearlyEqual(TotalMipCount, ActualMipCount) && FMath::IsNearlyEqual(TargetMipCount, CurrentTargetMipCount) )
{
return;
}
// Calculate the mip-count at our current interpolation point.
float CurrentInterpolatedMipCount = TotalMipCount - CalcMipBias();
// Clamp it against the available mip-levels.
CurrentInterpolatedMipCount = FMath::Clamp<float>(CurrentInterpolatedMipCount, 0, ActualMipCount);
// Set up a new interpolation from CurrentInterpolatedMipCount to TargetMipCount.
StartTime = GRenderingRealtimeClock.GetCurrentTime();
TotalMipCount = ActualMipCount;
MipCountDelta = TargetMipCount - CurrentInterpolatedMipCount;
// Don't fade if we're already at the target mip-count.
if ( FMath::IsNearlyZero(MipCountDelta) )
{
MipCountDelta = 0.0f;
BiasOffset = 0.0f;
MipCountFadingRate = 0.0f;
}
else
{
BiasOffset = TotalMipCount - CurrentInterpolatedMipCount;
if ( MipCountDelta > 0.0f )
{
MipCountFadingRate = 1.0f / (GMipFadeSettings[FadeSetting].FadeInSpeed * MipCountDelta);
}
else
{
MipCountFadingRate = -1.0f / (GMipFadeSettings[FadeSetting].FadeOutSpeed * MipCountDelta);
}
}
}