Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphValidation.cpp
Michael Lentine 9db7de9fdf Copying //UE4/Dev-Physics to Dev-Main (//UE4/Dev-Main) [at] 9098278
#rb none
#rnx

[CL 9098401 by Michael Lentine in Main branch]
2019-09-25 13:55:37 -04:00

817 lines
25 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "RenderGraphValidation.h"
#if RDG_ENABLE_DEBUG
/** Validates that we are only executing a single render graph instance in the callstack. Used to catch if a
* user creates a second FRDGBuilder instance inside of a pass that is executing.
*/
static bool GRDGInExecutePassScope = false;
/** This utility class tracks read / write events on individual resources within a pass in order to ensure
* that sub-resources are not being simultaneously bound for read / write. The RHI currently only supports
* disjoint read-write access on a texture for mip-map generation purposes.
*/
class FRDGPassResourceValidator
{
public:
static const uint32 AllMipLevels = ~0;
FRDGPassResourceValidator(const FRDGPass& InPass)
: Pass(InPass)
, bIsGenerateMips(InPass.IsGenerateMips())
{}
~FRDGPassResourceValidator()
{
for (const auto& KeyValue : BufferAccessMap)
{
const FRDGBufferRef Buffer = KeyValue.Key;
const FBufferAccess& BufferAccess = KeyValue.Value;
ensureMsgf(!(BufferAccess.Bits.Read && BufferAccess.Bits.Write),
TEXT("Attempting to use buffer '%s' for both SRV and UAV access in pass '%s'. Only one usage at a time is allowed."),
Buffer->Name, Pass.GetName());
}
for (const auto& KeyValue : TextureAccessMap)
{
const FRDGTextureRef Texture = KeyValue.Key;
const FTextureAccess& TextureAccess = KeyValue.Value;
// A generate mips pass requires both read / write access to the same texture for barriers to work correctly.
if (bIsGenerateMips)
{
const bool bReadWithoutWrite = TextureAccess.IsAnyRead() && !TextureAccess.IsAnyWrite();
ensureMsgf(!bReadWithoutWrite,
TEXT("Attempting to use texture '%s' for read but not write access in pass '%s' which is marked with 'GenerateMips'. This kind of pass only supports textures for simultaneous read and write."),
Texture->Name, Pass.GetName());
const bool bWriteWithoutRead = TextureAccess.IsAnyWrite() && !TextureAccess.IsAnyRead();
ensureMsgf(!bWriteWithoutRead,
TEXT("Attempting to use texture '%s' for write but not read access in pass '%s' which is marked with 'GenerateMips'. This kind of pass only supports textures for simultaneous read and write."),
Texture->Name, Pass.GetName());
}
// A normal pass requires only read OR write access to the same resource for barriers to work correctly.
else
{
const bool bReadAndWrite = TextureAccess.IsAnyRead() && TextureAccess.IsAnyWrite();
ensureMsgf(!bReadAndWrite,
TEXT("Attempting to use texture '%s' for both read and write access in pass '%s' which is NOT marked with 'GenerateMips'. You must specify GenerateMips in your pass flags for this to be valid."),
Texture->Name, Pass.GetName());
}
}
}
void Read(FRDGBufferRef Buffer)
{
check(Buffer);
ensureMsgf(!bIsGenerateMips,
TEXT("Attempting to read from Buffer %s on Pass %s which is marked as 'GenerateMips'. Only textures are supported on this type of pass."),
Buffer->Name, Pass.GetName());
FBufferAccess& BufferAccess = BufferAccessMap.FindOrAdd(Buffer);
BufferAccess.Bits.Read = 1;
}
void Write(FRDGBufferRef Buffer)
{
check(Buffer);
ensureMsgf(!bIsGenerateMips,
TEXT("Attempting to write to Buffer %s on Pass %s which is marked as 'GenerateMips'. Only textures are supported on this type of pass."),
Buffer->Name, Pass.GetName());
FBufferAccess& BufferAccess = BufferAccessMap.FindOrAdd(Buffer);
BufferAccess.Bits.Write = 1;
}
void Read(FRDGTextureRef Texture, uint32 MipLevel = AllMipLevels)
{
check(Texture);
const uint32 MipMask = (MipLevel == AllMipLevels) ? AllMipLevels : (1 << MipLevel);
FTextureAccess& TextureAccess = TextureAccessMap.FindOrAdd(Texture);
TextureAccess.SetAllRead(MipMask);
}
void Write(FRDGTextureRef Texture, uint32 MipLevel = AllMipLevels)
{
check(Texture);
const uint32 MipMask = 1 << MipLevel;
FTextureAccess& TextureAccess = TextureAccessMap.FindOrAdd(Texture);
TextureAccess.SetAllWrite(MipMask);
}
private:
struct FBufferAccess
{
union
{
uint8 PackedData = 0;
struct
{
uint8 Read : 1;
uint8 Write : 1;
} Bits;
};
FORCEINLINE bool operator!= (FBufferAccess Other) const
{
return PackedData != Other.PackedData;
}
FORCEINLINE bool operator< (FBufferAccess Other) const
{
return PackedData < Other.PackedData;
}
};
struct FTextureAccess
{
FTextureAccess() = default;
union
{
uint64 PackedData = 0;
struct
{
uint32 Read;
uint32 Write;
} Mips;
};
FORCEINLINE bool IsAnyRead(uint32 MipMask = AllMipLevels) const
{
return (Mips.Read & MipMask) != 0;
}
FORCEINLINE bool IsAnyWrite(uint32 MipMask = AllMipLevels) const
{
return (Mips.Write & MipMask) != 0;
}
FORCEINLINE void SetAllRead(uint32 MipMask = AllMipLevels)
{
Mips.Read |= MipMask;
}
FORCEINLINE void SetAllWrite(uint32 MipMask = AllMipLevels)
{
Mips.Write |= MipMask;
}
FORCEINLINE bool operator!= (FTextureAccess Other) const
{
return PackedData != Other.PackedData;
}
FORCEINLINE bool operator< (FTextureAccess Other) const
{
return PackedData < Other.PackedData;
}
};
TMap<FRDGBufferRef, FBufferAccess, SceneRenderingSetAllocator> BufferAccessMap;
TMap<FRDGTextureRef, FTextureAccess, SceneRenderingSetAllocator> TextureAccessMap;
const FRDGPass& Pass;
const bool bIsGenerateMips;
};
FRDGUserValidation::~FRDGUserValidation()
{
checkf(bHasExecuted, TEXT("Render graph execution is required to ensure consistency with immediate mode."));
}
void FRDGUserValidation::ExecuteGuard(const TCHAR* Operation, const TCHAR* ResourceName)
{
checkf(!bHasExecuted, TEXT("Render graph operation '%s' with resource '%s' must be performed prior to graph execution."), Operation, ResourceName);
}
void FRDGUserValidation::ValidateCreateTexture(FRDGTextureRef Texture)
{
check(Texture);
if (IsRDGDebugEnabled())
{
TrackedTextures.Add(Texture);
}
}
void FRDGUserValidation::ValidateCreateBuffer(FRDGBufferRef Buffer)
{
check(Buffer);
if (IsRDGDebugEnabled())
{
TrackedBuffers.Add(Buffer);
}
}
void FRDGUserValidation::ValidateCreateExternalTexture(FRDGTextureRef Texture)
{
ValidateCreateTexture(Texture);
Texture->MarkAsExternal();
}
void FRDGUserValidation::ValidateCreateExternalBuffer(FRDGBufferRef Buffer)
{
ValidateCreateBuffer(Buffer);
Buffer->MarkAsExternal();
}
void FRDGUserValidation::ValidateExtractResource(FRDGParentResourceRef Resource)
{
check(Resource);
checkf(Resource->HasBeenProduced(),
TEXT("Unable to queue the extraction of the resource %s because it has not been produced by any pass."),
Resource->Name);
/** Increment pass access counts for externally registered buffers and textures to avoid
* emitting a 'produced but never used' warning. We don't have the history of registered
* resources to be able to emit a proper warning.
*/
Resource->PassAccessCount++;
}
void FRDGUserValidation::RemoveUnusedWarning(FRDGParentResourceRef Resource)
{
check(Resource);
// Removes 'produced but not used' warning.
Resource->PassAccessCount++;
// Removes 'not used' warning.
Resource->bIsActuallyUsedByPass = true;
}
void FRDGUserValidation::ValidateAllocPassParameters(const void* Parameters)
{
check(Parameters);
AllocatedUnusedPassParameters.Add(Parameters);
}
void FRDGUserValidation::ValidateAddPass(const FRDGPass* Pass, bool bSkipPassAccessMarking)
{
checkf(!bHasExecuted, TEXT("Render graph pass %s needs to be added before the builder execution."), Pass->GetName());
{
const void* ParameterStructData = Pass->GetParameters().GetContents();
/** The lifetime of each pass parameter structure must extend until deferred pass execution; therefore, it needs to be
* allocated with FRDGBuilder::AllocParameters(). Also, all references held by the parameter structure are released
* immediately after pass execution, so a pass parameter struct instance must be 1-to-1 with a pass instance (i.e. one
* per AddPass() call).
*/
checkf(
AllocatedUnusedPassParameters.Contains(ParameterStructData),
TEXT("The pass parameter structure has not been allocated for correct life time FRDGBuilder::AllocParameters() or has already ")
TEXT("been used by another previous FRDGBuilder::AddPass()."));
AllocatedUnusedPassParameters.Remove(ParameterStructData);
}
const auto MarkAsProduced = [Pass, bSkipPassAccessMarking] (FRDGParentResourceRef Resource)
{
if (!bSkipPassAccessMarking)
{
Resource->MarkAsProducedBy(Pass);
Resource->PassAccessCount++;
}
};
const auto MarkAsConsumed = [Pass, bSkipPassAccessMarking] (FRDGParentResourceRef Resource)
{
if (!bSkipPassAccessMarking)
{
Resource->PassAccessCount++;
}
};
const FRenderTargetBindingSlots* RenderTargetBindingSlots = nullptr;
const TCHAR* PassName = Pass->GetName();
const bool bIsRaster = Pass->IsRaster();
const bool bIsCompute = Pass->IsCompute();
const bool bIsCopy = Pass->IsCopy();
const bool bIsGeneratingMips = Pass->IsGenerateMips();
/** Validate that the user set the correct pass flags. */
{
uint32 Count = 0;
Count += bIsRaster ? 1 : 0;
Count += bIsCompute ? 1 : 0;
Count += bIsCopy ? 1 : 0;
checkf(Count == 1,
TEXT("Pass %s must be declared as either Raster, Compute, or Copy. These flags cannot be combined."),
PassName);
if (bIsGeneratingMips)
{
checkf(bIsRaster || bIsCompute,
TEXT("Pass %s is declared as generating mips. This is only supported by Raster or Compute passes."),
PassName);
}
}
FRDGPassResourceValidator PassResourceValidator(*Pass);
FRDGPassParameterStruct ParameterStruct = Pass->GetParameters();
const uint32 ParameterCount = ParameterStruct.GetParameterCount();
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
{
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
switch (Parameter.GetType())
{
case UBMT_RDG_TEXTURE:
{
if (FRDGTextureRef Texture = Parameter.GetAsTexture())
{
PassResourceValidator.Read(Texture);
ensureMsgf(Texture->HasBeenProduced(),
TEXT("Pass %s has a dependency on the texture %s that has never been produced."),
PassName, Texture->Name);
MarkAsConsumed(Texture);
}
}
break;
case UBMT_RDG_TEXTURE_SRV:
{
if (FRDGTextureSRVRef SRV = Parameter.GetAsTextureSRV())
{
FRDGTextureRef Texture = SRV->GetParent();
PassResourceValidator.Read(Texture, SRV->Desc.MipLevel);
ensureMsgf(Texture->HasBeenProduced(),
TEXT("Pass %s has a dependency on the texture %s that has never been produced."),
PassName, Texture->Name);
MarkAsConsumed(Texture);
}
}
break;
case UBMT_RDG_TEXTURE_UAV:
{
if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
{
FRDGTextureRef Texture = UAV->GetParent();
PassResourceValidator.Write(Texture, UAV->Desc.MipLevel);
MarkAsProduced(Texture);
}
}
break;
case UBMT_RDG_BUFFER:
{
if (FRDGBufferRef Buffer = Parameter.GetAsBuffer())
{
PassResourceValidator.Read(Buffer);
ensureMsgf(Buffer->HasBeenProduced(),
TEXT("Pass %s has a dependency on the buffer %s that has never been produced."),
PassName, Buffer->Name);
MarkAsConsumed(Buffer);
}
}
break;
case UBMT_RDG_BUFFER_SRV:
{
if (FRDGBufferSRVRef SRV = Parameter.GetAsBufferSRV())
{
FRDGBufferRef Buffer = SRV->GetParent();
PassResourceValidator.Read(Buffer);
ensureMsgf(Buffer->HasBeenProduced(),
TEXT("Pass %s has a dependency on the buffer %s that has never been produced."),
PassName, SRV->Desc.Buffer->Name);
MarkAsConsumed(Buffer);
}
}
break;
case UBMT_RDG_BUFFER_UAV:
{
if (FRDGBufferUAVRef UAV = Parameter.GetAsBufferUAV())
{
FRDGBufferRef Buffer = UAV->GetParent();
PassResourceValidator.Write(Buffer);
MarkAsProduced(Buffer);
}
}
break;
case UBMT_RDG_TEXTURE_COPY_DEST:
{
if (FRDGTextureRef Texture = Parameter.GetAsTexture())
{
PassResourceValidator.Write(Texture);
MarkAsProduced(Texture);
}
}
break;
case UBMT_RDG_BUFFER_COPY_DEST:
{
if (FRDGBufferRef Buffer = Parameter.GetAsBuffer())
{
PassResourceValidator.Write(Buffer);
MarkAsProduced(Buffer);
}
}
break;
case UBMT_RENDER_TARGET_BINDING_SLOTS:
{
if (!RenderTargetBindingSlots)
{
RenderTargetBindingSlots = &Parameter.GetAsRenderTargetBindingSlots();
}
else if (IsRDGDebugEnabled())
{
EmitRDGWarningf(TEXT("Pass %s have duplicated render target binding slots."), PassName);
}
}
break;
}
}
/** Validate that raster passes have render target binding slots and compute passes don't. */
if (RenderTargetBindingSlots)
{
checkf(bIsRaster, TEXT("Pass '%s' has render target binding slots but is flagged as 'Compute'."), PassName);
}
else
{
checkf(!bIsRaster, TEXT("Pass '%s' is missing render target binding slots. Set the 'Compute' or 'Copy' flag if render targets are not required."), PassName);
}
/** Validate render target / depth stencil binding usage. */
if (RenderTargetBindingSlots)
{
const auto& RenderTargets = RenderTargetBindingSlots->Output;
{
const auto& DepthStencil = RenderTargetBindingSlots->DepthStencil;
if (FRDGTextureRef Texture = DepthStencil.GetTexture())
{
//ensureMsgf(Texture->Desc.NumSamples == 1,
// TEXT("Pass '%s' uses an MSAA depth-stencil render target. This is not yet supported."),
// Pass->GetName());
ensureMsgf(!bIsGeneratingMips,
TEXT("Pass '%s' is marked to generate mips but has a depth stencil texture. This is not supported."),
Pass->GetName());
checkf(
Texture->Desc.TargetableFlags & TexCreate_DepthStencilTargetable,
TEXT("Pass '%s' attempted to bind texture '%s' as a depth stencil render target, but the texture has not been created with TexCreate_DepthStencilTargetable."),
PassName, Texture->Name);
// Depth stencil only supports one mip, since there isn't actually a way to select the mip level.
const uint32 MipLevel = 0;
check(Texture->Desc.NumMips == 1);
if (DepthStencil.GetDepthStencilAccess().IsAnyWrite())
{
PassResourceValidator.Write(Texture, MipLevel);
MarkAsProduced(Texture);
}
else
{
PassResourceValidator.Read(Texture, MipLevel);
MarkAsConsumed(Texture);
}
}
}
const uint32 RenderTargetCount = RenderTargets.Num();
{
/** Tracks the number of contiguous, non-null textures in the render target output array. */
uint32 ValidRenderTargetCount = 0;
for (uint32 RenderTargetIndex = 0; RenderTargetIndex < RenderTargetCount; ++RenderTargetIndex)
{
const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
if (FRDGTextureRef Texture = RenderTarget.GetTexture())
{
PassResourceValidator.Write(Texture, RenderTarget.GetMipIndex());
const bool bIsLoadAction = RenderTarget.GetLoadAction() == ERenderTargetLoadAction::ELoad;
ensureMsgf(
Texture->Desc.TargetableFlags & TexCreate_RenderTargetable,
TEXT("Pass '%s' attempted to bind texture '%s' as a render target, but the texture has not been created with TexCreate_RenderTargetable."),
PassName, Texture->Name);
/** Validate that load action is correct. We can only load contents if a pass previously produced something. */
{
const bool bIsLoadActionInvalid = bIsLoadAction && !Texture->HasBeenProduced();
checkf(
!bIsLoadActionInvalid,
TEXT("Pass '%s' attempted to bind texture '%s' as a render target with the 'Load' action specified, but the texture has not been produced yet. The render target must use either 'Clear' or 'NoAction' action instead."),
PassName,
Texture->Name);
}
/** Validate that any previously produced texture contents are loaded. This occurs if the user failed to specify a load action
* on a texture that was produced by a previous pass, effectively losing that data. This can also happen if the user 're-uses'
* a texture for some other purpose. The latter is considered bad practice, since it increases memory pressure on the render
* target pool. Instead, the user should create a new texture instance. An exception to this rule are untracked render targets,
* which are not actually managed by the render target pool and likely represent the frame buffer.
*/
{
// Ignore external textures which are always marked as produced. We don't need to enforce this warning on them.
const bool bHasBeenProduced = Texture->HasBeenProduced() && !Texture->IsExternal();
// We only validate single-mip textures since we don't track production at the subresource level.
const bool bFailedToLoadProducedContent = !bIsLoadAction && bHasBeenProduced && Texture->Desc.NumMips == 1;
// Untracked render targets aren't actually managed by the render target pool.
const bool bIsUntrackedRenderTarget = Texture->PooledRenderTarget && !Texture->PooledRenderTarget->IsTracked();
ensureMsgf(!bFailedToLoadProducedContent || bIsUntrackedRenderTarget,
TEXT("Pass '%s' attempted to bind texture '%s' as a render target without the 'Load' action specified, despite a prior pass having produced it. It's invalid to completely clobber the contents of a resource. Create a new texture instance instead."),
PassName,
Texture->Name);
}
/** Mark the pass as a producer for render targets with a store action. */
MarkAsProduced(Texture);
}
else
{
/** Found end of contiguous interval of valid render targets. */
ValidRenderTargetCount = RenderTargetIndex;
break;
}
}
/** Validate that no holes exist in the render target output array. Render targets must be bound contiguously. */
for (uint32 RenderTargetIndex = ValidRenderTargetCount; RenderTargetIndex < RenderTargetCount; ++RenderTargetIndex)
{
const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
checkf(RenderTarget.GetTexture() == nullptr, TEXT("Render targets must be packed. No empty spaces in the array."));
}
}
}
}
void FRDGUserValidation::ValidateExecuteBegin()
{
checkf(!bHasExecuted, TEXT("Render graph execution should only happen once to ensure consistency with immediate mode."));
/** FRDGBuilder::AllocParameters() allocates shader parameter structure for the lifetime until pass execution.
* But they are allocated on a FMemStack for CPU performance, and are destructed immediately after pass execution.
* Therefore allocating pass parameter unused by a FRDGBuilder::AddPass() can lead on a memory leak of RHI resources
* that have been reference in the parameter structure.
*/
checkf(
AllocatedUnusedPassParameters.Num() == 0,
TEXT("%i pass parameter structure has been allocated with FRDGBuilder::AllocParameters(), but has not be used by a ")
TEXT("FRDGBuilder::AddPass() that can cause RHI resource leak."), AllocatedUnusedPassParameters.Num());
}
void FRDGUserValidation::ValidateExecuteEnd()
{
bHasExecuted = true;
if (IsRDGDebugEnabled())
{
auto ValidateResourceAtExecuteEnd = [](const FRDGParentResourceRef Resource)
{
check(Resource->ReferenceCount == 0);
const bool bProducedButNeverUsed = Resource->PassAccessCount == 1 && Resource->FirstProducer;
if (bProducedButNeverUsed)
{
check(Resource->HasBeenProduced());
EmitRDGWarningf(
TEXT("Resource %s has been produced by the pass %s, but never used by another pass."),
Resource->Name, Resource->FirstProducer->GetName());
}
};
for (const FRDGTextureRef Texture : TrackedTextures)
{
ValidateResourceAtExecuteEnd(Texture);
bool bHasBeenProducedByGraph = !Texture->IsExternal() && Texture->PassAccessCount > 0;
if (bHasBeenProducedByGraph && !Texture->bHasNeededUAV && (Texture->Desc.TargetableFlags & TexCreate_UAV))
{
EmitRDGWarningf(
TEXT("Resource %s first produced by the pass %s had the TexCreate_UAV flag, but no UAV has been used."),
Texture->Name, Texture->FirstProducer->GetName());
}
if (bHasBeenProducedByGraph && !Texture->bHasBeenBoundAsRenderTarget && (Texture->Desc.TargetableFlags & TexCreate_RenderTargetable))
{
EmitRDGWarningf(
TEXT("Resource %s first produced by the pass %s had the TexCreate_RenderTargetable flag, but has never been bound as a render target of a pass."),
Texture->Name, Texture->FirstProducer->GetName());
}
}
for (const FRDGBufferRef Buffer : TrackedBuffers)
{
ValidateResourceAtExecuteEnd(Buffer);
}
}
TrackedTextures.Empty();
TrackedBuffers.Empty();
}
void FRDGUserValidation::ValidateExecutePassBegin(const FRDGPass* Pass)
{
checkf(!GRDGInExecutePassScope, TEXT("Render graph is being executed recursively. This usually means a separate FRDGBuilder instance was created inside of an executing pass."));
GRDGInExecutePassScope = true;
SetAllowRHIAccess(Pass, true);
if (IsRDGDebugEnabled())
{
FRDGPassParameterStruct ParameterStruct = Pass->GetParameters();
const uint32 ParameterCount = ParameterStruct.GetParameterCount();
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
{
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
if (Parameter.GetType() == UBMT_RDG_TEXTURE_UAV)
{
if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
{
FRDGTextureRef Texture = UAV->Desc.Texture;
Texture->bHasNeededUAV = true;
}
}
else if (Parameter.GetType() == UBMT_RENDER_TARGET_BINDING_SLOTS)
{
const FRenderTargetBindingSlots& RenderTargetBindingSlots = Parameter.GetAsRenderTargetBindingSlots();
const auto& RenderTargets = RenderTargetBindingSlots.Output;
const auto& DepthStencil = RenderTargetBindingSlots.DepthStencil;
const uint32 RenderTargetCount = RenderTargets.Num();
for (uint32 RenderTargetIndex = 0; RenderTargetIndex < RenderTargetCount; RenderTargetIndex++)
{
const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
if (FRDGTextureRef Texture = RenderTarget.GetTexture())
{
Texture->bHasBeenBoundAsRenderTarget = true;
}
else
{
break;
}
}
if (FRDGTextureRef Texture = DepthStencil.GetTexture())
{
Texture->bHasBeenBoundAsRenderTarget = true;
}
}
}
}
}
void FRDGUserValidation::ValidateExecutePassEnd(const FRDGPass* Pass)
{
SetAllowRHIAccess(Pass, false);
FRDGPassParameterStruct ParameterStruct = Pass->GetParameters();
const uint32 ParameterCount = ParameterStruct.GetParameterCount();
if (IsRDGDebugEnabled())
{
uint32 TrackedResourceCount = 0;
uint32 UsedResourceCount = 0;
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
{
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
if (Parameter.IsResource())
{
if (FRDGResourceRef Resource = Parameter.GetAsResource())
{
TrackedResourceCount++;
UsedResourceCount += Resource->bIsActuallyUsedByPass ? 1 : 0;
}
}
}
if (TrackedResourceCount != UsedResourceCount)
{
FString WarningMessage = FString::Printf(
TEXT("'%d' of the '%d' resources of the pass '%s' were not actually used."),
TrackedResourceCount - UsedResourceCount, TrackedResourceCount, Pass->GetName());
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
{
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
if (Parameter.IsResource())
{
if (const FRDGResourceRef Resource = Parameter.GetAsResource())
{
if (!Resource->bIsActuallyUsedByPass)
{
WarningMessage += FString::Printf(TEXT("\n %s"), Resource->Name);
}
}
}
}
EmitRDGWarning(WarningMessage);
}
}
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
{
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
if (Parameter.IsResource())
{
if (const FRDGResourceRef Resource = Parameter.GetAsResource())
{
Resource->bIsActuallyUsedByPass = false;
}
}
}
GRDGInExecutePassScope = false;
}
void FRDGUserValidation::SetAllowRHIAccess(const FRDGPass* Pass, bool bAllowAccess)
{
FRDGPassParameterStruct ParameterStruct = Pass->GetParameters();
const uint32 ParameterCount = ParameterStruct.GetParameterCount();
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
{
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
if (Parameter.IsResource())
{
if (FRDGResourceRef Resource = Parameter.GetAsResource())
{
Resource->bAllowRHIAccess = bAllowAccess;
}
}
else if (Parameter.IsRenderTargetBindingSlots())
{
const FRenderTargetBindingSlots& RenderTargetBindingSlots = Parameter.GetAsRenderTargetBindingSlots();
const auto& RenderTargets = RenderTargetBindingSlots.Output;
const auto& DepthStencil = RenderTargetBindingSlots.DepthStencil;
const uint32 RenderTargetCount = RenderTargets.Num();
for (uint32 RenderTargetIndex = 0; RenderTargetIndex < RenderTargetCount; RenderTargetIndex++)
{
const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
if (FRDGTextureRef Texture = RenderTarget.GetTexture())
{
Texture->bAllowRHIAccess = bAllowAccess;
}
else
{
break;
}
}
if (FRDGTextureRef Texture = DepthStencil.GetTexture())
{
Texture->bAllowRHIAccess = bAllowAccess;
}
}
}
}
#endif