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- Refactord 'Finalized Access' feature into a more flexible 'External' vs. 'Internal' access mode per resource toggle.
- Resources can transition between modes multiple times within the graph.
- Supports async compute pipeline.
- Supports queueing of requests to avoid back-to-back helper passes.
- This feature is needed to support conversion of GPU scene buffers.
- Deprecated the ReadOnly and ForceTracking resource flags and added a 'SkipTracking' flag instead.
- Previous semantics were confusing and error prone.
- New model requires a manual flag to tell RDG never to transition a resource.
- This flag is used for read-only dummy resources as an optimization.
- Renamed some of the auxiliary 'FinalizedResource' utilities since the name no longer matches the semantics.
#preflight 6266cc6d0634d0904ce4ba46
[CL 19904734 by zach bethel in ue5-main branch]
198 lines
6.9 KiB
C++
198 lines
6.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "RenderGraphResources.h"
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#include "RenderGraphPass.h"
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#include "RenderGraphPrivate.h"
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#include "RenderGraphResourcePool.h"
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inline bool NeedsUAVBarrier(FRDGViewHandle PreviousHandle, FRDGViewHandle NextHandle)
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{
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// Barrier if previous / next don't have a matching valid skip-barrier UAV handle.
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if (GRDGOverlapUAVs != 0 && NextHandle.IsValid() && PreviousHandle == NextHandle)
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{
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return false;
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}
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return true;
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}
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inline bool NeedsUAVBarrier(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
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{
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return NeedsUAVBarrier(Previous.NoUAVBarrierFilter.GetUniqueHandle(), Next.NoUAVBarrierFilter.GetUniqueHandle());
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}
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FRDGViewableResource::FRDGViewableResource(const TCHAR* InName, const ERDGViewableResourceType InType, bool bSkipTracking)
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: FRDGResource(InName)
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, Type(InType)
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, bExternal(0)
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, bExtracted(0)
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, bProduced(0)
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, bTransient(0)
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, bForceNonTransient(0)
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, TransientExtractionHint(ETransientExtractionHint::None)
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, bLastOwner(1)
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, bCulled(!IsImmediateMode())
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, bUsedByAsyncComputePass(0)
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, bQueuedForUpload(0)
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, FirstBarrier(EFirstBarrier::Split)
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, bUAVAccessed(0)
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{
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if (bSkipTracking)
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{
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SetExternalAccessMode(ERHIAccess::ReadOnlyExclusiveMask, ERHIPipeline::All);
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AccessModeState.bLocked = 1;
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}
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}
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bool FRDGProducerState::IsDependencyRequired(FRDGProducerState LastProducer, ERHIPipeline LastPipeline, FRDGProducerState NextState, ERHIPipeline NextPipeline)
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{
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/** This function determines whether a producer-consumer relationship exists in the graph, which is used for culling and
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* async-compute fence derivation. Producers are tracked per-pipeline, so it's safe to elide a cross-pipeline producer
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* for the purposes of overlapping producers, as long as a dependency exists on the same pipeline. Eliding both will
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* split the producer / consumer graph into two and break culling. The only current use case this is allowing multiple
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* pipes to write UAVs.
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*
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* Producer / consumer dependencies take place independent of resource state merging / transitions, so the logic must
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* be carefully aligned so that cross-pipe dependencies align with transitions.
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*/
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// The first needs to be known producers.
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check(IsWritableAccess(LastProducer.Access));
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// A dependency is always applied on the same pipe to ensure that connectivity is preserved for culling purposes.
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if (LastPipeline == NextPipeline)
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{
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return true;
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}
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// Only certain platforms allow multi-pipe UAV access.
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const ERHIAccess MultiPipelineUAVMask = ERHIAccess::UAVMask & GRHIMultiPipelineMergeableAccessMask;
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// 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.
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if (EnumHasAnyFlags(NextState.Access, MultiPipelineUAVMask) && !NeedsUAVBarrier(LastProducer.NoUAVBarrierHandle, NextState.NoUAVBarrierHandle))
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{
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return false;
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}
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// Everything else requires a dependency.
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return true;
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}
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bool FRDGSubresourceState::IsMergeAllowed(ERDGViewableResourceType ResourceType, const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
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{
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/** State merging occurs during compilation and before resource transitions are collected. It serves to remove the bulk
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* of unnecessary transitions by looking ahead in the resource usage chain. A resource transition cannot occur within
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* a merged state, so a merge is not allowed to proceed if a barrier might be required. Merging is also where multi-pipe
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* transitions are determined, if supported by the platform.
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*/
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const ERHIAccess AccessUnion = Previous.Access | Next.Access;
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const ERHIAccess DSVMask = ERHIAccess::DSVRead | ERHIAccess::DSVWrite;
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// If we have the same access between the two states, we don't need to check for invalid access combinations.
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if (Previous.Access != Next.Access)
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{
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// Not allowed to merge read-only and writable states.
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if (EnumHasAnyFlags(Previous.Access, ERHIAccess::ReadOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::WritableMask))
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{
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return false;
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}
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// Not allowed to merge write-only and readable states.
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if (EnumHasAnyFlags(Previous.Access, ERHIAccess::WriteOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::ReadableMask))
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{
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return false;
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}
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// UAVs will filter through the above checks because they are both read and write. UAV can only merge it itself.
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if (EnumHasAnyFlags(AccessUnion, ERHIAccess::UAVMask) && EnumHasAnyFlags(AccessUnion, ~ERHIAccess::UAVMask))
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{
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return false;
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}
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// Depth Read / Write should never merge with anything other than itself.
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if (EnumHasAllFlags(AccessUnion, DSVMask) && EnumHasAnyFlags(AccessUnion, ~DSVMask))
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{
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return false;
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}
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// Filter out platform-specific unsupported mergeable states.
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if (EnumHasAnyFlags(AccessUnion, ~GRHIMergeableAccessMask))
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{
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return false;
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}
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}
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// Not allowed if the resource is being used as a UAV and needs a barrier.
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if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next))
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{
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return false;
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}
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// Filter out unsupported platform-specific multi-pipeline merged accesses.
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if (EnumHasAnyFlags(AccessUnion, ~GRHIMultiPipelineMergeableAccessMask) && Previous.GetPipelines() != Next.GetPipelines())
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{
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return false;
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}
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// Not allowed to merge differing flags.
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if (Previous.Flags != Next.Flags)
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{
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return false;
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}
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return true;
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}
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bool FRDGSubresourceState::IsTransitionRequired(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
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{
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// This function only needs to filter out identical states and handle UAV barriers.
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check(Next.Access != ERHIAccess::Unknown);
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if (Previous.Access != Next.Access || Previous.GetPipelines() != Next.GetPipelines() || Previous.Flags != Next.Flags)
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{
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return true;
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}
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// UAV is a special case as a barrier may still be required even if the states match.
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if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next))
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{
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return true;
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}
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return false;
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}
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void FRDGUniformBuffer::InitRHI()
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{
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check(!HasRHI());
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const EUniformBufferValidation Validation =
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#if RDG_ENABLE_DEBUG
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EUniformBufferValidation::ValidateResources;
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#else
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EUniformBufferValidation::None;
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#endif
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const FRDGParameterStruct& PassParameters = GetParameters();
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UniformBufferRHI = RHICreateUniformBuffer(PassParameters.GetContents(), PassParameters.GetLayoutPtr(), UniformBuffer_SingleFrame, Validation);
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ResourceRHI = UniformBufferRHI;
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}
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FRDGTextureSubresourceRange FRDGTexture::GetSubresourceRangeSRV() const
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{
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FRDGTextureSubresourceRange Range = GetSubresourceRange();
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// When binding a whole texture for shader read (SRV), we only use the first plane.
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// Other planes like stencil require a separate view to access for read in the shader.
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Range.PlaneSlice = FRHITransitionInfo::kDepthPlaneSlice;
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Range.NumPlaneSlices = 1;
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return Range;
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}
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IPooledRenderTarget* FRDGTexture::GetPooledRenderTarget() const
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{
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IF_RDG_ENABLE_DEBUG(ValidateRHIAccess());
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return RenderTarget;
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} |