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Both Immediate/AsyncCompute passes are always executed in order on the render thread but other RDG passes can run in parallel. With my previous change, RayTracingScene pass was changed to Compute/AsyncCompute to have the correct order on the GPU. But when it was set to Compute (when AsyncCompute was disabled) it was running in parallel with passes it depends on which led to random crashes. Because the dependency between passes was implicit, we needed a new flag to express the intent and get the desired order between execution lambdas. On behalf of Zach Bethel. #rb zach.bethel #jira UE-141003 #preflight 61fb0d9e923ac18db7015160 #lockdown michal.valient #ROBOMERGE-AUTHOR: aleksander.netzel #ROBOMERGE-SOURCE: CL 18841970 in //UE5/Release-5.0/... via CL 18841984 via CL 18842341 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042) [CL 18842374 by aleksander netzel in ue5-main branch]
626 lines
18 KiB
C++
626 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderGraphAllocator.h"
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#include "ProfilingDebugging/RealtimeGPUProfiler.h"
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/** DEFINES */
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/** Whether render graph debugging is enabled. */
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#define RDG_ENABLE_DEBUG (!UE_BUILD_SHIPPING && !UE_BUILD_TEST)
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/** Performs the operation if RDG_ENABLE_DEBUG is enabled. Useful for one-line checks without explicitly wrapping in #if. */
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#if RDG_ENABLE_DEBUG
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#define IF_RDG_ENABLE_DEBUG(Op) Op
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#else
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#define IF_RDG_ENABLE_DEBUG(Op)
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#endif
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/** Whether render graph debugging is enabled and we are compiling with the engine. */
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#define RDG_ENABLE_DEBUG_WITH_ENGINE (RDG_ENABLE_DEBUG && WITH_ENGINE)
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/** Whether render graph insight tracing is enabled. */
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#define RDG_ENABLE_TRACE UE_TRACE_ENABLED && !IS_PROGRAM && !UE_BUILD_SHIPPING
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#if RDG_ENABLE_TRACE
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#define IF_RDG_ENABLE_TRACE(Op) Op
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#else
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#define IF_RDG_ENABLE_TRACE(Op)
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#endif
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/** Allows to dump all RDG resources of a frame. */
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#define RDG_DUMP_RESOURCES (WITH_DUMPGPU)
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/** Allows to dump RDG resource after each draw call. */
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#define RDG_DUMP_RESOURCES_AT_EACH_DRAW (RDG_DUMP_RESOURCES)
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/** The type of GPU events the render graph system supports.
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* RDG_EVENTS == 0 means there is no string processing at all.
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* RDG_EVENTS == 1 means the format component of the event name is stored as a const TCHAR*.
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* RDG_EVENTS == 2 means string formatting is evaluated and stored in an FString.
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*/
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#define RDG_EVENTS_NONE 0
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#define RDG_EVENTS_STRING_REF 1
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#define RDG_EVENTS_STRING_COPY 2
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/** Whether render graph GPU events are enabled. */
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#if WITH_PROFILEGPU
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#define RDG_EVENTS RDG_EVENTS_STRING_COPY
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#elif RHI_WANT_BREADCRUMB_EVENTS
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#define RDG_EVENTS RDG_EVENTS_STRING_REF
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#else
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#define RDG_EVENTS RDG_EVENTS_NONE
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#endif
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#define RDG_GPU_SCOPES (RDG_EVENTS || HAS_GPU_STATS)
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#if RDG_GPU_SCOPES
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#define IF_RDG_GPU_SCOPES(Op) Op
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#else
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#define IF_RDG_GPU_SCOPES(Op)
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#endif
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#define RDG_CPU_SCOPES (CSV_PROFILER)
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#if RDG_CPU_SCOPES
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#define IF_RDG_CPU_SCOPES(Op) Op
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#else
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#define IF_RDG_CPU_SCOPES(Op)
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#endif
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#define RDG_CMDLIST_STATS (STATS || ENABLE_STATNAMEDEVENTS)
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#if RDG_CMDLIST_STATS
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#define IF_RDG_CMDLIST_STATS(Op) Op
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#else
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#define IF_RDG_CMDLIST_STATS(Op)
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#endif
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/** ENUMS */
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enum class ERDGBuilderFlags
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{
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None = 0,
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/** Allows the builder to parallelize execution of passes. Without this flag, all passes execute on the render thread. */
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AllowParallelExecute = 1 << 0
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};
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ENUM_CLASS_FLAGS(ERDGBuilderFlags);
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/** Flags to annotate a pass with when calling AddPass. */
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enum class ERDGPassFlags : uint8
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{
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/** Pass doesn't have any inputs or outputs tracked by the graph. This may only be used by the parameterless AddPass function. */
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None = 0,
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/** Pass uses rasterization on the graphics pipe. */
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Raster = 1 << 0,
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/** Pass uses compute on the graphics pipe. */
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Compute = 1 << 1,
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/** Pass uses compute on the async compute pipe. */
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AsyncCompute = 1 << 2,
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/** Pass uses copy commands on the graphics pipe. */
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Copy = 1 << 3,
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/** Pass (and its producers) will never be culled. Necessary if outputs cannot be tracked by the graph. */
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NeverCull = 1 << 4,
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/** Render pass begin / end is skipped and left to the user. Only valid when combined with 'Raster'. Disables render pass merging for the pass. */
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SkipRenderPass = 1 << 5,
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/** Pass will never have its render pass merged with other passes. */
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NeverMerge = 1 << 6,
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/** Pass will never run off the render thread. */
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NeverParallel = 1 << 7,
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/** Pass uses copy commands but writes to a staging resource. */
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Readback = Copy | NeverCull
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};
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ENUM_CLASS_FLAGS(ERDGPassFlags);
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/** Flags to annotate a render graph buffer. */
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enum class ERDGBufferFlags : uint8
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{
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None = 0,
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/** Tag the buffer to survive through frame, that is important for multi GPU alternate frame rendering. */
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MultiFrame = 1 << 0,
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/** The buffer may only be used for read-only access within the graph. This flag is only allowed for registered buffers. */
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ReadOnly = 1 << 1,
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/** Force the graph to track this resource even if it can be considered as readonly (no UAV, no RTV, etc.) This allows the graph copying from and to textures, and handling the corresponding transitions, for example.
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This flag is only allowed for registered buffers. Mutually exclusive with ReadOnly. */
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ForceTracking = 1 << 2,
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};
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ENUM_CLASS_FLAGS(ERDGBufferFlags);
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/** Flags to annotate a render graph texture. */
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enum class ERDGTextureFlags : uint8
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{
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None = 0,
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/** Tag the texture to survive through frame, that is important for multi GPU alternate frame rendering. */
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MultiFrame = 1 << 0,
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/** The texture may only be used for read-only access within the graph. This flag is only allowed for registered textures. */
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ReadOnly = 1 << 1,
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/** Prevents metadata decompression on this texture. */
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MaintainCompression = 1 << 2,
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/** Force the graph to track this resource even if it can be considered as readonly (no UAV, no RTV, etc.) This allows the graph copying from and to textures, and handling the corresponding transitions, for example.
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This flag is only allowed for registered buffers. Mutually exclusive with ReadOnly. */
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ForceTracking = 1 << 3,
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};
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ENUM_CLASS_FLAGS(ERDGTextureFlags);
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/** Flags to annotate a view with when calling CreateUAV. */
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enum class ERDGUnorderedAccessViewFlags : uint8
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{
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None = 0,
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// The view will not perform UAV barriers between consecutive usage.
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SkipBarrier = 1 << 0
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};
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ENUM_CLASS_FLAGS(ERDGUnorderedAccessViewFlags);
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/** The set of concrete parent resource types. */
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enum class ERDGParentResourceType : uint8
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{
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Texture,
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Buffer,
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MAX
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};
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/** The set of concrete view types. */
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enum class ERDGViewType : uint8
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{
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TextureUAV,
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TextureSRV,
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BufferUAV,
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BufferSRV,
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MAX
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};
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enum class ERDGResourceExtractionFlags : uint8
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{
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None = 0,
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// Allows the resource to remain transient. Only use this flag if you intend to register the resource back
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// into the graph and release the reference. This should not be used if the resource is cached for a long
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// period of time.
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AllowTransient = 1,
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};
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ENUM_CLASS_FLAGS(ERDGResourceExtractionFlags);
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enum class ERDGInitialDataFlags : uint8
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{
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/** Specifies the default behavior, which is to make a copy of the initial data for replay when
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* the graph is executed. The user does not need to preserve lifetime of the data pointer.
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*/
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None = 0,
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/** Specifies that the user will maintain ownership of the data until the graph is executed. The
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* upload pass will only use a reference to store the data. Use caution with this flag since graph
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* execution is deferred! Useful to avoid the copy if the initial data lifetime is guaranteed to
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* outlive the graph.
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*/
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NoCopy = 1 << 0
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};
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ENUM_CLASS_FLAGS(ERDGInitialDataFlags)
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/** Returns the equivalent parent resource type for a view type. */
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inline ERDGParentResourceType GetParentResourceType(ERDGViewType ViewType)
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{
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switch (ViewType)
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{
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case ERDGViewType::TextureUAV:
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case ERDGViewType::TextureSRV:
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return ERDGParentResourceType::Texture;
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case ERDGViewType::BufferUAV:
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case ERDGViewType::BufferSRV:
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return ERDGParentResourceType::Buffer;
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default:
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checkNoEntry();
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return ERDGParentResourceType::MAX;
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}
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}
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using ERDGTextureMetaDataAccess = ERHITextureMetaDataAccess;
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/** Returns the associated FRHITransitionInfo plane index. */
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inline int32 GetResourceTransitionPlaneForMetadataAccess(ERDGTextureMetaDataAccess Metadata)
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{
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switch (Metadata)
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{
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case ERDGTextureMetaDataAccess::CompressedSurface:
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case ERDGTextureMetaDataAccess::HTile:
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case ERDGTextureMetaDataAccess::Depth:
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return FRHITransitionInfo::kDepthPlaneSlice;
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case ERDGTextureMetaDataAccess::Stencil:
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return FRHITransitionInfo::kStencilPlaneSlice;
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default:
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return 0;
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}
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}
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/** HANDLE UTILITIES */
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/** Handle helper class for internal tracking of RDG types. */
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template <typename LocalObjectType, typename LocalIndexType>
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class TRDGHandle
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{
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public:
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using ObjectType = LocalObjectType;
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using IndexType = LocalIndexType;
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static const TRDGHandle Null;
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TRDGHandle() = default;
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explicit inline TRDGHandle(int32 InIndex)
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{
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check(InIndex >= 0 && InIndex <= kNullIndex);
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Index = (IndexType)InIndex;
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}
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FORCEINLINE IndexType GetIndex() const { check(IsValid()); return Index; }
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FORCEINLINE IndexType GetIndexUnchecked() const { return Index; }
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FORCEINLINE bool IsNull() const { return Index == kNullIndex; }
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FORCEINLINE bool IsValid() const { return Index != kNullIndex; }
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FORCEINLINE operator bool() const { return IsValid(); }
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FORCEINLINE bool operator==(TRDGHandle Other) const { return Index == Other.Index; }
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FORCEINLINE bool operator!=(TRDGHandle Other) const { return Index != Other.Index; }
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FORCEINLINE bool operator<=(TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index <= Other.Index; }
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FORCEINLINE bool operator>=(TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index >= Other.Index; }
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FORCEINLINE bool operator< (TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index < Other.Index; }
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FORCEINLINE bool operator> (TRDGHandle Other) const { check(IsValid() && Other.IsValid()); return Index > Other.Index; }
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FORCEINLINE TRDGHandle& operator+=(int32 Increment)
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{
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check(int64(Index + Increment) <= int64(kNullIndex));
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Index += (IndexType)Increment;
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return *this;
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}
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FORCEINLINE TRDGHandle& operator-=(int32 Decrement)
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{
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check(int64(Index - Decrement) > 0);
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Index -= (IndexType)Decrement;
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return *this;
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}
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FORCEINLINE TRDGHandle operator-(int32 Subtract) const
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{
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TRDGHandle Handle = *this;
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Handle -= Subtract;
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return Handle;
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}
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FORCEINLINE TRDGHandle operator+(int32 Add) const
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{
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TRDGHandle Handle = *this;
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Handle += Add;
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return Handle;
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}
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FORCEINLINE TRDGHandle& operator++()
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{
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check(IsValid());
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++Index;
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return *this;
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}
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FORCEINLINE TRDGHandle& operator--()
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{
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check(IsValid());
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--Index;
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return *this;
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}
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// Returns the min of two pass handles. Returns null if both are null; returns the valid handle if one is null.
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FORCEINLINE static TRDGHandle Min(TRDGHandle A, TRDGHandle B)
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{
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// If either index is null is will fail the comparison.
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return A.Index < B.Index ? A : B;
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}
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// Returns the max of two pass handles. Returns null if both are null; returns the valid handle if one is null.
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FORCEINLINE static TRDGHandle Max(TRDGHandle A, TRDGHandle B)
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{
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// If either index is null, it will wrap around to 0 and fail the comparison.
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return (IndexType)(A.Index + 1) > (IndexType)(B.Index + 1) ? A : B;
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}
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private:
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static const IndexType kNullIndex = TNumericLimits<IndexType>::Max();
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IndexType Index = kNullIndex;
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};
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template <typename ObjectType, typename IndexType>
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FORCEINLINE uint32 GetTypeHash(TRDGHandle<ObjectType, IndexType> Handle)
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{
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return Handle.GetIndex();
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}
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enum class ERDGHandleRegistryDestructPolicy
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{
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Registry,
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Allocator,
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Never
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};
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/** Helper handle registry class for internal tracking of RDG types. */
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template <typename LocalHandleType, ERDGHandleRegistryDestructPolicy DestructPolicy = ERDGHandleRegistryDestructPolicy::Registry>
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class TRDGHandleRegistry
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{
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public:
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using HandleType = LocalHandleType;
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using ObjectType = typename HandleType::ObjectType;
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using IndexType = typename HandleType::IndexType;
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void Insert(ObjectType* Object)
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{
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Array.Emplace(Object);
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Object->Handle = Last();
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}
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template<typename DerivedType = ObjectType, class ...TArgs>
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DerivedType* Allocate(FRDGAllocator& Allocator, TArgs&&... Args)
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{
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static_assert(TIsDerivedFrom<DerivedType, ObjectType>::Value, "You must specify a type that derives from ObjectType");
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DerivedType* Object;
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if (DestructPolicy == ERDGHandleRegistryDestructPolicy::Allocator)
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{
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Object = Allocator.Alloc<DerivedType>(Forward<TArgs>(Args)...);
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}
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else
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{
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Object = Allocator.AllocNoDestruct<DerivedType>(Forward<TArgs>(Args)...);
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}
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Insert(Object);
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return Object;
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}
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void Clear()
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{
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if (DestructPolicy == ERDGHandleRegistryDestructPolicy::Registry)
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{
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for (int32 Index = Array.Num() - 1; Index >= 0; --Index)
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{
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Array[Index]->~ObjectType();
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}
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}
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Array.Empty();
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}
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template <typename FunctionType>
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void Enumerate(FunctionType Function)
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{
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for (ObjectType* Object : Array)
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{
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Function(Object);
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}
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}
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template <typename FunctionType>
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void Enumerate(FunctionType Function) const
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{
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for (const ObjectType* Object : Array)
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{
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Function(Object);
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}
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}
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FORCEINLINE const ObjectType* Get(HandleType Handle) const
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{
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return Array[Handle.GetIndex()];
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}
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FORCEINLINE ObjectType* Get(HandleType Handle)
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{
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return Array[Handle.GetIndex()];
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}
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FORCEINLINE const ObjectType* operator[] (HandleType Handle) const
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{
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return Get(Handle);
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}
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FORCEINLINE ObjectType* operator[] (HandleType Handle)
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{
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return Get(Handle);
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}
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FORCEINLINE HandleType Begin() const
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{
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return HandleType(0);
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}
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FORCEINLINE HandleType End() const
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{
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return HandleType(Array.Num());
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}
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FORCEINLINE HandleType Last() const
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{
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return HandleType(Array.Num() - 1);
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}
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FORCEINLINE int32 Num() const
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{
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return Array.Num();
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}
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private:
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TArray<ObjectType*, FRDGArrayAllocator> Array;
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};
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/** Specialization of bit array with compile-time type checking for handles and a pre-configured allocator. */
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template <typename HandleType>
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class TRDGHandleBitArray : public TBitArray<FRDGBitArrayAllocator>
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{
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using Base = TBitArray<FRDGBitArrayAllocator>;
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public:
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using Base::Base;
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FORCEINLINE FBitReference operator[](HandleType Handle)
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{
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return Base::operator[](Handle.GetIndex());
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}
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FORCEINLINE const FConstBitReference operator[](HandleType Handle) const
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{
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return Base::operator[](Handle.GetIndex());
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}
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};
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/** Esoteric helper class which accumulates handles and will return a valid handle only if a single unique
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* handle was added. Otherwise, it returns null until reset. This helper is chiefly used to track UAVs
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* tagged as 'no UAV barrier'; such that a UAV barrier is issued only if a unique no-barrier UAV is used
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* on a pass. Intended for internal use only.
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*/
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template <typename HandleType>
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class TRDGHandleUniqueFilter
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{
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public:
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TRDGHandleUniqueFilter() = default;
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TRDGHandleUniqueFilter(HandleType InHandle)
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{
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AddHandle(InHandle);
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}
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void Reset()
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{
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Handle = HandleType::Null;
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bUnique = false;
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}
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void AddHandle(HandleType InHandle)
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{
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if (Handle != InHandle && InHandle.IsValid())
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{
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bUnique = Handle.IsNull();
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Handle = InHandle;
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}
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}
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HandleType GetUniqueHandle() const
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{
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return bUnique ? Handle : HandleType::Null;
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}
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private:
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HandleType Handle;
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bool bUnique = false;
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};
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template <typename ObjectType, typename IndexType>
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const TRDGHandle<ObjectType, IndexType> TRDGHandle<ObjectType, IndexType>::Null;
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/** FORWARD DECLARATIONS */
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using FRDGTextureDesc = FRHITextureCreateInfo;
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class FRDGBlackboard;
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class FRDGAsyncComputeBudgetScopeGuard;
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class FRDGEventScopeGuard;
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class FRDGGPUStatScopeGuard;
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class FRDGScopedCsvStatExclusive;
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class FRDGScopedCsvStatExclusiveConditional;
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class FRDGBarrierBatch;
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class FRDGBarrierBatchBegin;
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class FRDGBarrierBatchEnd;
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class FRDGBarrierValidation;
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class FRDGBuilder;
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class FRDGEventName;
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class FRDGUserValidation;
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class FRDGResource;
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using FRDGResourceRef = FRDGResource*;
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class FRDGParentResource;
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using FRDGParentResourceRef = FRDGParentResource*;
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class FRDGShaderResourceView;
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using FRDGShaderResourceViewRef = FRDGShaderResourceView*;
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class FRDGUnorderedAccessView;
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using FRDGUnorderedAccessViewRef = FRDGUnorderedAccessView*;
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class FRDGTextureSRV;
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using FRDGTextureSRVRef = FRDGTextureSRV*;
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class FRDGTextureUAV;
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using FRDGTextureUAVRef = FRDGTextureUAV*;
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class FRDGBufferSRV;
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using FRDGBufferSRVRef = FRDGBufferSRV*;
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class FRDGBufferUAV;
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using FRDGBufferUAVRef = FRDGBufferUAV*;
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class FRDGPass;
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using FRDGPassRef = FRDGPass*;
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using FRDGPassHandle = TRDGHandle<FRDGPass, uint16>;
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using FRDGPassRegistry = TRDGHandleRegistry<FRDGPassHandle>;
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using FRDGPassHandleArray = TArray<FRDGPassHandle, TInlineAllocator<4, FRDGArrayAllocator>>;
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using FRDGPassBitArray = TRDGHandleBitArray<FRDGPassHandle>;
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class FRDGUniformBuffer;
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using FRDGUniformBufferRef = FRDGUniformBuffer*;
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using FRDGUniformBufferHandle = TRDGHandle<FRDGUniformBuffer, uint16>;
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using FRDGUniformBufferRegistry = TRDGHandleRegistry<FRDGUniformBufferHandle>;
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using FRDGUniformBufferBitArray = TRDGHandleBitArray<FRDGUniformBufferHandle>;
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class FRDGView;
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using FRDGViewRef = FRDGView*;
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using FRDGViewHandle = TRDGHandle<FRDGView, uint16>;
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using FRDGViewRegistry = TRDGHandleRegistry<FRDGViewHandle, ERDGHandleRegistryDestructPolicy::Never>;
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using FRDGViewUniqueFilter = TRDGHandleUniqueFilter<FRDGViewHandle>;
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class FRDGTexture;
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using FRDGTextureRef = FRDGTexture*;
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using FRDGTextureHandle = TRDGHandle<FRDGTexture, uint16>;
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using FRDGTextureRegistry = TRDGHandleRegistry<FRDGTextureHandle, ERDGHandleRegistryDestructPolicy::Never>;
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using FRDGTextureBitArray = TRDGHandleBitArray<FRDGTextureHandle>;
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class FRDGBuffer;
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using FRDGBufferRef = FRDGBuffer*;
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using FRDGBufferHandle = TRDGHandle<FRDGBuffer, uint16>;
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using FRDGBufferRegistry = TRDGHandleRegistry<FRDGBufferHandle, ERDGHandleRegistryDestructPolicy::Registry>;
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using FRDGBufferBitArray = TRDGHandleBitArray<FRDGBufferHandle>;
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class FRDGPooledTexture;
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class FRDGPooledBuffer;
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class FRDGBufferPool;
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class FRDGTransientRenderTarget;
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template <typename TUniformStruct> class TRDGUniformBuffer;
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template <typename TUniformStruct> using TRDGUniformBufferRef = TRDGUniformBuffer<TUniformStruct>*;
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template <typename InElementType, typename InAllocatorType = FDefaultAllocator>
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using TRDGTextureSubresourceArray = TArray<InElementType, TInlineAllocator<1, InAllocatorType>>;
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using FRDGPassHandlesByPipeline = TRHIPipelineArray<FRDGPassHandle>;
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using FRDGPassesByPipeline = TRHIPipelineArray<FRDGPass*>;
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class FRDGTrace;
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using FRDGBufferNumElementsCallback = TFunction<uint32()>;
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using FRDGBufferInitialDataCallback = TFunction<const void*()>;
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using FRDGBufferInitialDataSizeCallback = TFunction<uint64()>;
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template <typename ArrayType,
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typename ArrayTypeNoRef = std::remove_reference_t<ArrayType>,
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typename = typename TEnableIf<TIsTArray<ArrayTypeNoRef>::Value>::Type> using TRDGBufferArrayCallback = TFunction<const ArrayType&()>;
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using FRDGBufferInitialDataFreeCallback = TFunction<void(const void* InData)>;
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using FRDGDispatchGroupCountCallback = TFunction<FIntVector()>; |