Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphValidation.h
zach bethel 9996233f7a Removed unused legacy MSAA multi-texture support from IPooledRenderTarget.
- Deprecated legacy members from FPooledRenderTargetDesc.
 - Deprecated ETextureRenderTarget and removed from RDG.
 - TargetableTexture always equals ShaderResourceTexture.
 - Simplified render target pool FindFreeElement.
 - Create pooled buffers and textures with a known state.

#rb graham.wihlidal
#preflight 61f8488568795b2f45852274

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18799188 by zach bethel in ue5-main branch]
2022-01-31 17:22:31 -05:00

211 lines
9.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderGraphPass.h"
#if RDG_ENABLE_DEBUG
/** Used by the render graph builder to validate correct usage of the graph API from setup to execution.
* Validation is compiled out in shipping builds. This class tracks resources and passes as they are
* added to the graph. It will then validate execution of the graph, including whether resources are
* used during execution, and that they are properly produced before being consumed. All found issues
* must be clear enough to help the user identify the problem in client code. Validation should occur
* as soon as possible in the graph lifecycle. It's much easier to catch an issue at the setup location
* rather than during deferred execution.
*
* Finally, this class is designed for user validation, not for internal graph validation. In other words,
* if the user can break the graph externally via the client-facing API, this validation layer should catch it.
* Any internal validation of the graph state should be kept out of this class in order to provide a clear
* and modular location to extend the validation layer as well as clearly separate the graph implementation
* details from events in the graph.
*/
class RENDERCORE_API FRDGUserValidation final
{
public:
FRDGUserValidation(FRDGAllocator& Allocator, bool bParallelExecuteEnabled);
FRDGUserValidation(const FRDGUserValidation&) = delete;
~FRDGUserValidation();
/** Tracks and validates inputs into resource creation functions. */
void ValidateCreateTexture(const FRDGTextureDesc& Desc, const TCHAR* Name, ERDGTextureFlags Flags);
void ValidateCreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, ERDGBufferFlags Flags);
void ValidateCreateSRV(const FRDGTextureSRVDesc& Desc);
void ValidateCreateSRV(const FRDGBufferSRVDesc& Desc);
void ValidateCreateUAV(const FRDGTextureUAVDesc& Desc);
void ValidateCreateUAV(const FRDGBufferUAVDesc& Desc);
void ValidateCreateUniformBuffer(const void* ParameterStruct, const FShaderParametersMetadata* Metadata);
/** Tracks and validates the creation of a new externally created / registered resource instances. */
void ValidateCreateTexture(FRDGTextureRef Texture);
void ValidateCreateBuffer(FRDGBufferRef Buffer);
void ValidateCreateSRV(FRDGTextureSRVRef SRV);
void ValidateCreateSRV(FRDGBufferSRVRef SRV);
void ValidateCreateUAV(FRDGTextureUAVRef UAV);
void ValidateCreateUAV(FRDGBufferUAVRef UAV);
void ValidateCreateUniformBuffer(FRDGUniformBufferRef UniformBuffer);
void ValidateRegisterExternalTexture(
const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
const TCHAR* Name,
ERDGTextureFlags Flags);
void ValidateRegisterExternalBuffer(
const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer,
const TCHAR* Name,
ERDGBufferFlags Flags);
void ValidateRegisterExternalTexture(FRDGTextureRef Texture);
void ValidateRegisterExternalBuffer(FRDGBufferRef Buffer);
void ValidateUploadBuffer(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize);
void ValidateUploadBuffer(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, const FRDGBufferInitialDataFreeCallback& InitialDataFreeCallback);
void ValidateUploadBuffer(FRDGBufferRef Buffer, const FRDGBufferInitialDataCallback& InitialDataCallback, const FRDGBufferInitialDataSizeCallback& InitialDataSizeCallback);
void ValidateUploadBuffer(FRDGBufferRef Buffer, const FRDGBufferInitialDataCallback& InitialDataCallback, const FRDGBufferInitialDataSizeCallback& InitialDataSizeCallback, const FRDGBufferInitialDataFreeCallback& InitialDataFreeCallback);
/** Validates a resource extraction operation. */
void ValidateExtractTexture(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr);
void ValidateExtractBuffer(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutBufferPtr);
void ValidateConvertToExternalResource(FRDGParentResourceRef Resource);
/** Tracks and validates the addition of a new pass to the graph.
* @param bSkipPassAccessMarking Skips marking the pass as a producer or incrementing the pass access. Useful when
* the builder needs to inject a pass for debugging while preserving error messages and warnings for the original
* graph structure.
*/
void ValidateAddPass(const void* ParameterStruct, const FShaderParametersMetadata* Metadata, const FRDGEventName& Name, ERDGPassFlags Flags);
void ValidateAddPass(const FRDGEventName& Name, ERDGPassFlags Flags);
void ValidateAddPass(const FRDGPass* Pass, bool bSkipPassAccessMarking);
/** Validate pass state before and after execution. */
void ValidateExecutePassBegin(const FRDGPass* Pass);
void ValidateExecutePassEnd(const FRDGPass* Pass);
/** Validate graph state before and after execution. */
void ValidateExecuteBegin();
void ValidateExecuteEnd();
/** Removes the 'produced but not used' warning from the requested resource. */
void RemoveUnusedWarning(FRDGParentResourceRef Resource);
/** Attempts to mark a resource for clobbering. If already marked, returns false. */
bool TryMarkForClobber(FRDGParentResourceRef Resource) const;
void ValidateGetPooledTexture(FRDGTextureRef Texture) const;
void ValidateGetPooledBuffer(FRDGBufferRef Buffer) const;
void ValidateSetAccessFinal(FRDGParentResourceRef Resource, ERHIAccess AccessFinal);
void ValidateFinalize(FRDGParentResourceRef Resource, ERHIAccess Access, FRDGPassHandle ConvertToUntrackedPassHandle);
void ValidateFinalizedAccess(FRDGParentResourceRef Resource, ERHIAccess Access, const FRDGPass* Pass);
/** Traverses all resources in the pass and marks whether they are externally accessible by user pass implementations. */
static void SetAllowRHIAccess(const FRDGPass* Pass, bool bAllowAccess);
private:
void ValidateCreateParentResource(FRDGParentResourceRef Resource);
void ValidateCreateResource(FRDGResourceRef Resource);
void ValidateExtractResource(FRDGParentResourceRef Resource);
FRDGAllocator& Allocator;
/** List of tracked resources for validation prior to shutdown. */
TArray<FRDGTextureRef, FRDGArrayAllocator> TrackedTextures;
TArray<FRDGBufferRef, FRDGArrayAllocator> TrackedBuffers;
/** Map tracking all active resources in the graph. */
TSet<FRDGResourceRef, DefaultKeyFuncs<FRDGResourceRef>, FRDGSetAllocator> ResourceMap;
/** Whether the Execute() has already been called. */
bool bHasExecuted = false;
bool bHasExecuteBegun = false;
bool bParallelExecuteEnabled;
void ExecuteGuard(const TCHAR* Operation, const TCHAR* ResourceName);
};
/** This class validates and logs barriers submitted by the graph. */
class FRDGBarrierValidation
{
public:
FRDGBarrierValidation(const FRDGPassRegistry* InPasses, const FRDGEventName& InGraphName);
FRDGBarrierValidation(const FRDGBarrierValidation&) = delete;
/** Validates a begin barrier batch just prior to submission to the command list. */
void ValidateBarrierBatchBegin(const FRDGPass* Pass, const FRDGBarrierBatchBegin& Batch);
/** Validates an end barrier batch just prior to submission to the command list. */
void ValidateBarrierBatchEnd(const FRDGPass* Pass, const FRDGBarrierBatchEnd& Batch);
private:
struct FResourceMap
{
TMap<FRDGTextureRef, TArray<FRHITransitionInfo>> Textures;
TMap<FRDGBufferRef, FRHITransitionInfo> Buffers;
TMap<FRDGParentResourceRef, FRHITransientAliasingInfo> Aliases;
};
using FBarrierBatchMap = TMap<const FRDGBarrierBatchBegin*, FResourceMap>;
FBarrierBatchMap BatchMap;
const FRDGPassRegistry* Passes = nullptr;
const TCHAR* GraphName = nullptr;
};
class FRDGLogFile
{
public:
FRDGLogFile(const FRDGPassRegistry& InPasses)
: Passes(InPasses)
{}
void Begin(const FRDGEventName& GraphName);
void AddFirstEdge(const FRDGTextureRef Texture, FRDGPassHandle FirstPass);
void AddFirstEdge(const FRDGBufferRef Buffer, FRDGPassHandle FirstPass);
void AddAliasEdge(const FRDGTextureRef TextureBefore, FRDGPassHandle BeforePass, const FRDGTextureRef TextureAfter, FRDGPassHandle PassAfter);
void AddAliasEdge(const FRDGBufferRef BufferBefore, FRDGPassHandle BeforePass, const FRDGBufferRef BufferAfter, FRDGPassHandle PassAfter);
void AddTransitionEdge(FRDGPassHandle PassHandle, const FRDGSubresourceState& StateBefore, const FRDGSubresourceState& StateAfter, const FRDGTextureRef Texture);
void AddTransitionEdge(FRDGPassHandle PassHandle, const FRDGSubresourceState& StateBefore, const FRDGSubresourceState& StateAfter, const FRDGTextureRef Texture, FRDGTextureSubresource Subresource);
void AddTransitionEdge(FRDGPassHandle PassHandle, const FRDGSubresourceState& StateBefore, const FRDGSubresourceState& StateAfter, const FRDGBufferRef Buffer);
void End();
private:
void AddLine(const FString& Line);
void AddBraceBegin();
void AddBraceEnd();
FString GetProducerName(FRDGPassHandle PassHandle);
FString GetConsumerName(FRDGPassHandle PassHandle);
FString GetNodeName(FRDGPassHandle Pass);
FString GetNodeName(const FRDGTexture* Texture);
FString GetNodeName(const FRDGBuffer* Buffer);
bool IncludeTransitionEdgeInGraph(FRDGPassHandle PassBefore, FRDGPassHandle PassAfter) const;
bool IncludeTransitionEdgeInGraph(FRDGPassHandle Pass) const;
bool bOpen = false;
const FRDGPassRegistry& Passes;
TSet<FRDGPassHandle> PassesReferenced;
TArray<const FRDGTexture*> Textures;
TArray<const FRDGBuffer*> Buffers;
FString Indentation;
FString File;
FString GraphName;
};
#endif