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UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphResources.cpp

393 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RenderGraphResources.h"
#include "RenderGraphPass.h"
#include "RenderGraphPrivate.h"
inline bool NeedsUAVBarrier(FRDGViewHandle PreviousHandle, FRDGViewHandle NextHandle)
{
// Barrier if previous / next don't have a matching valid skip-barrier UAV handle.
if (GRDGOverlapUAVs != 0 && NextHandle.IsValid() && PreviousHandle == NextHandle)
{
return false;
}
return true;
}
inline bool NeedsUAVBarrier(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
{
return NeedsUAVBarrier(Previous.NoUAVBarrierFilter.GetUniqueHandle(), Next.NoUAVBarrierFilter.GetUniqueHandle());
}
FRDGParentResource::FRDGParentResource(const TCHAR* InName, const ERDGParentResourceType InType)
: FRDGResource(InName)
, Type(InType)
, bExternal(0)
, bExtracted(0)
, bProduced(0)
, bTransient(0)
, bLastOwner(1)
// Culling logic runs only when immediate mode is off.
, bCulled(1)
, bUsedByAsyncComputePass(0)
{}
void FRDGParentResource::SetPassthroughRHI(FRHIResource* InResourceRHI)
{
ResourceRHI = InResourceRHI;
}
bool FRDGProducerState::IsDependencyRequired(FRDGProducerState LastProducer, ERHIPipeline LastPipeline, FRDGProducerState NextState, ERHIPipeline NextPipeline)
{
/** This function determines whether a producer-consumer relationship exists in the graph, which is used for culling and
* async-compute fence derivation. Producers are tracked per-pipeline, so it's safe to elide a cross-pipeline producer
* for the purposes of overlapping producers, as long as a dependency exists on the same pipeline. Eliding both will
* split the producer / consumer graph into two and break culling. The only current use case this is allowing multiple
* pipes to write UAVs.
*
* Producer / consumer dependencies take place independent of resource state merging / transitions, so the logic must
* be carefully aligned so that cross-pipe dependencies align with transitions.
*/
// The first needs to be known producers.
check(IsWritableAccess(LastProducer.Access));
// A dependency is always applied on the same pipe to ensure that connectivity is preserved for culling purposes.
if (LastPipeline == NextPipeline)
{
return true;
}
// Only certain platforms allow multi-pipe UAV access.
const ERHIAccess MultiPipelineUAVMask = ERHIAccess::UAVMask & GRHIMultiPipelineMergeableAccessMask;
// 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.
if (EnumHasAnyFlags(NextState.Access, MultiPipelineUAVMask) && !NeedsUAVBarrier(LastProducer.NoUAVBarrierHandle, NextState.NoUAVBarrierHandle))
{
return false;
}
// Everything else requires a dependency.
return true;
}
bool FRDGSubresourceState::IsMergeAllowed(ERDGParentResourceType ResourceType, const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
{
/** State merging occurs during compilation and before resource transitions are collected. It serves to remove the bulk
* of unnecessary transitions by looking ahead in the resource usage chain. A resource transition cannot occur within
* a merged state, so a merge is not allowed to proceed if a barrier might be required. Merging is also where multi-pipe
* transitions are determined, if supported by the platform.
*/
const ERHIAccess AccessUnion = Previous.Access | Next.Access;
const ERHIAccess DSVMask = ERHIAccess::DSVRead | ERHIAccess::DSVWrite;
// If we have the same access between the two states, we don't need to check for invalid access combinations.
if (Previous.Access != Next.Access)
{
// Not allowed to merge read-only and writable states.
if (EnumHasAnyFlags(Previous.Access, ERHIAccess::ReadOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::WritableMask))
{
return false;
}
// Not allowed to merge write-only and readable states.
if (EnumHasAnyFlags(Previous.Access, ERHIAccess::WriteOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::ReadableMask))
{
return false;
}
// UAVs will filter through the above checks because they are both read and write. UAV can only merge it itself.
if (EnumHasAnyFlags(AccessUnion, ERHIAccess::UAVMask) && EnumHasAnyFlags(AccessUnion, ~ERHIAccess::UAVMask))
{
return false;
}
// Depth Read / Write should never merge with anything other than itself.
if (EnumHasAllFlags(AccessUnion, DSVMask) && EnumHasAnyFlags(AccessUnion, ~DSVMask))
{
return false;
}
// Filter out platform-specific unsupported mergeable states.
if (EnumHasAnyFlags(AccessUnion, ~GRHIMergeableAccessMask))
{
return false;
}
}
// Not allowed if the resource is being used as a UAV and needs a barrier.
if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next))
{
return false;
}
// Filter out unsupported platform-specific multi-pipeline merged accesses.
if (EnumHasAnyFlags(AccessUnion, ~GRHIMultiPipelineMergeableAccessMask) && Previous.GetPipelines() != Next.GetPipelines())
{
return false;
}
// Not allowed to merge differing flags.
if (Previous.Flags != Next.Flags)
{
return false;
}
return true;
}
bool FRDGSubresourceState::IsTransitionRequired(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next)
{
// This function only needs to filter out identical states and handle UAV barriers.
check(Next.Access != ERHIAccess::Unknown);
if (Previous.Access != Next.Access || Previous.GetPipelines() != Next.GetPipelines() || Previous.Flags != Next.Flags)
{
return true;
}
// UAV is a special case as a barrier may still be required even if the states match.
if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next))
{
return true;
}
return false;
}
bool FRDGTextureDesc::IsValid() const
{
if (Extent.X <= 0 || Extent.Y <= 0 || Depth == 0 || ArraySize == 0 || NumMips == 0 || NumSamples < 1 || NumSamples > 8)
{
return false;
}
if (NumSamples > 1 && !(Dimension == ETextureDimension::Texture2D || Dimension == ETextureDimension::Texture2DArray))
{
return false;
}
if (Dimension == ETextureDimension::Texture3D)
{
if (ArraySize > 1)
{
return false;
}
}
else if (Depth > 1)
{
return false;
}
if (Format == PF_Unknown)
{
return false;
}
return true;
}
void FRDGPooledTexture::InitViews(const FUnorderedAccessViewRHIRef& FirstMipUAV)
{
if (EnumHasAnyFlags(Desc.Flags, TexCreate_ShaderResource))
{
SRVs.Empty(Desc.NumMips);
}
if (EnumHasAnyFlags(Desc.Flags, TexCreate_UAV))
{
MipUAVs.Empty(Desc.NumMips);
uint32 MipLevel = 0;
if (FirstMipUAV)
{
MipUAVs.Add(FirstMipUAV);
MipLevel++;
}
for (; MipLevel < Desc.NumMips; MipLevel++)
{
MipUAVs.Add(RHICreateUnorderedAccessView(Texture, MipLevel));
}
}
}
FRDGTextureSubresourceRange FRDGTexture::GetSubresourceRangeSRV() const
{
FRDGTextureSubresourceRange Range = GetSubresourceRange();
// When binding a whole texture for shader read (SRV), we only use the first plane.
// Other planes like stencil require a separate view to access for read in the shader.
Range.PlaneSlice = FRHITransitionInfo::kDepthPlaneSlice;
Range.NumPlaneSlices = 1;
return Range;
}
void FRDGTexture::SetRHI(FPooledRenderTarget* InPooledRenderTarget, FRDGTextureRef& OutPreviousOwner)
{
check(InPooledRenderTarget);
if (!InPooledRenderTarget->HasRDG())
{
InPooledRenderTarget->InitRDG();
}
PooledTexture = InPooledRenderTarget->GetRDG(RenderTargetTexture);
check(PooledTexture);
State = &PooledTexture->State;
// Return the previous owner and assign this texture as the new one.
OutPreviousOwner = PooledTexture->Owner;
PooledTexture->Owner = this;
// Link the previous alias to this one.
if (OutPreviousOwner)
{
OutPreviousOwner->NextOwner = Handle;
OutPreviousOwner->bLastOwner = false;
}
Allocation = InPooledRenderTarget;
PooledRenderTarget = InPooledRenderTarget;
ResourceRHI = PooledTexture->GetRHI();
check(ResourceRHI);
}
void FRDGTexture::Finalize()
{
checkf(NextOwner.IsNull() == !!bLastOwner, TEXT("NextOwner must match bLastOwner."));
checkf(((bExternal || bExtracted) && !bLastOwner) == false, TEXT("Both external and extracted resources must be the last owner of a resource."));
if (bLastOwner)
{
// External and extracted resources are user controlled, so we cannot assume the texture stays in its final state.
if (bExternal || bExtracted)
{
PooledTexture->Reset();
}
else
{
PooledTexture->Finalize();
}
// Resume automatic discard behavior for transient resources.
static_cast<FPooledRenderTarget*>(PooledRenderTarget)->bAutoDiscard = true;
// Restore the reference to the last owner in the aliasing chain.
Allocation = PooledRenderTarget;
}
}
void FRDGBuffer::SetRHI(FRDGPooledBuffer* InPooledBuffer, FRDGBufferRef& OutPreviousOwner)
{
check(InPooledBuffer);
// Return the previous owner and assign this buffer as the new one.
OutPreviousOwner = InPooledBuffer->Owner;
InPooledBuffer->Owner = this;
// Link the previous owner to this one.
if (OutPreviousOwner)
{
OutPreviousOwner->NextOwner = Handle;
OutPreviousOwner->bLastOwner = false;
}
PooledBuffer = InPooledBuffer;
Allocation = InPooledBuffer;
State = &PooledBuffer->State;
ResourceRHI = InPooledBuffer->Buffer;
check(ResourceRHI);
}
void FRDGBuffer::Finalize()
{
// If these fire, the graph is not tracking state properly.
check(NextOwner.IsNull() == !!bLastOwner);
check(!((bExternal || bExtracted) && !bLastOwner));
if (bLastOwner)
{
if (bExternal || bExtracted)
{
PooledBuffer->Reset();
}
else
{
PooledBuffer->Finalize();
}
// Restore the reference to the last owner in the chain and sanitize all graph state.
Allocation = PooledBuffer;
}
}
FRDGTextureRef FRDGTexture::GetPassthrough(const TRefCountPtr<IPooledRenderTarget>& PooledRenderTargetBase)
{
if (PooledRenderTargetBase)
{
check(PooledRenderTargetBase->IsCompatibleWithRDG());
FRDGTextureRef Texture = &static_cast<FPooledRenderTarget&>(*PooledRenderTargetBase).PassthroughShaderResourceTexture;
checkf(Texture->GetRHI(), TEXT("The render target pool didn't allocate a passthrough RHI texture for %s"), PooledRenderTargetBase->GetDesc().DebugName);
return Texture;
}
return nullptr;
}
FRHIShaderResourceView* FRDGPooledBuffer::GetOrCreateSRV(FRDGBufferSRVDesc SRVDesc)
{
if (const auto* FoundPtr = SRVs.Find(SRVDesc))
{
return FoundPtr->GetReference();
}
FShaderResourceViewRHIRef RHIShaderResourceView;
if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::VertexBuffer)
{
RHIShaderResourceView = RHICreateShaderResourceView(Buffer, SRVDesc.BytesPerElement, SRVDesc.Format);
}
else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::StructuredBuffer)
{
RHIShaderResourceView = RHICreateShaderResourceView(Buffer);
}
else
{
checkNoEntry();
}
FRHIShaderResourceView* View = RHIShaderResourceView.GetReference();
SRVs.Emplace(SRVDesc, MoveTemp(RHIShaderResourceView));
return View;
}
FRHIUnorderedAccessView* FRDGPooledBuffer::GetOrCreateUAV(FRDGBufferUAVDesc UAVDesc)
{
if (const auto* FoundPtr = UAVs.Find(UAVDesc))
{
return FoundPtr->GetReference();
}
FUnorderedAccessViewRHIRef RHIUnorderedAccessView;
if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::VertexBuffer)
{
RHIUnorderedAccessView = RHICreateUnorderedAccessView(Buffer, UAVDesc.Format);
}
else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::StructuredBuffer)
{
RHIUnorderedAccessView = RHICreateUnorderedAccessView(Buffer, UAVDesc.bSupportsAtomicCounter, UAVDesc.bSupportsAppendBuffer);
}
else
{
checkNoEntry();
}
FRHIUnorderedAccessView* View = RHIUnorderedAccessView.GetReference();
UAVs.Emplace(UAVDesc, MoveTemp(RHIUnorderedAccessView));
return View;
}