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393 lines
12 KiB
C++
393 lines
12 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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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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FRDGParentResource::FRDGParentResource(const TCHAR* InName, const ERDGParentResourceType InType)
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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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, bLastOwner(1)
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// Culling logic runs only when immediate mode is off.
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, bCulled(1)
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, bUsedByAsyncComputePass(0)
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{}
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void FRDGParentResource::SetPassthroughRHI(FRHIResource* InResourceRHI)
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{
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ResourceRHI = InResourceRHI;
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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(ERDGParentResourceType 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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bool FRDGTextureDesc::IsValid() const
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{
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if (Extent.X <= 0 || Extent.Y <= 0 || Depth == 0 || ArraySize == 0 || NumMips == 0 || NumSamples < 1 || NumSamples > 8)
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{
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return false;
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}
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if (NumSamples > 1 && !(Dimension == ETextureDimension::Texture2D || Dimension == ETextureDimension::Texture2DArray))
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{
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return false;
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}
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if (Dimension == ETextureDimension::Texture3D)
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{
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if (ArraySize > 1)
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{
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return false;
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}
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}
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else if (Depth > 1)
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{
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return false;
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}
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if (Format == PF_Unknown)
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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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void FRDGPooledTexture::InitViews(const FUnorderedAccessViewRHIRef& FirstMipUAV)
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{
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if (EnumHasAnyFlags(Desc.Flags, TexCreate_ShaderResource))
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{
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SRVs.Empty(Desc.NumMips);
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}
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if (EnumHasAnyFlags(Desc.Flags, TexCreate_UAV))
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{
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MipUAVs.Empty(Desc.NumMips);
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uint32 MipLevel = 0;
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if (FirstMipUAV)
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{
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MipUAVs.Add(FirstMipUAV);
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MipLevel++;
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}
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for (; MipLevel < Desc.NumMips; MipLevel++)
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{
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MipUAVs.Add(RHICreateUnorderedAccessView(Texture, MipLevel));
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}
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}
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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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void FRDGTexture::SetRHI(FPooledRenderTarget* InPooledRenderTarget, FRDGTextureRef& OutPreviousOwner)
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{
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check(InPooledRenderTarget);
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if (!InPooledRenderTarget->HasRDG())
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{
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InPooledRenderTarget->InitRDG();
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}
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PooledTexture = InPooledRenderTarget->GetRDG(RenderTargetTexture);
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check(PooledTexture);
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State = &PooledTexture->State;
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// Return the previous owner and assign this texture as the new one.
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OutPreviousOwner = PooledTexture->Owner;
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PooledTexture->Owner = this;
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// Link the previous alias to this one.
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if (OutPreviousOwner)
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{
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OutPreviousOwner->NextOwner = Handle;
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OutPreviousOwner->bLastOwner = false;
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}
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Allocation = InPooledRenderTarget;
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PooledRenderTarget = InPooledRenderTarget;
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ResourceRHI = PooledTexture->GetRHI();
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check(ResourceRHI);
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}
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void FRDGTexture::Finalize()
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{
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checkf(NextOwner.IsNull() == !!bLastOwner, TEXT("NextOwner must match bLastOwner."));
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checkf(((bExternal || bExtracted) && !bLastOwner) == false, TEXT("Both external and extracted resources must be the last owner of a resource."));
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if (bLastOwner)
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{
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// External and extracted resources are user controlled, so we cannot assume the texture stays in its final state.
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if (bExternal || bExtracted)
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{
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PooledTexture->Reset();
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}
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else
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{
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PooledTexture->Finalize();
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}
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// Resume automatic discard behavior for transient resources.
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static_cast<FPooledRenderTarget*>(PooledRenderTarget)->bAutoDiscard = true;
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// Restore the reference to the last owner in the aliasing chain.
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Allocation = PooledRenderTarget;
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}
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}
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void FRDGBuffer::SetRHI(FRDGPooledBuffer* InPooledBuffer, FRDGBufferRef& OutPreviousOwner)
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{
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check(InPooledBuffer);
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// Return the previous owner and assign this buffer as the new one.
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OutPreviousOwner = InPooledBuffer->Owner;
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InPooledBuffer->Owner = this;
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// Link the previous owner to this one.
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if (OutPreviousOwner)
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{
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OutPreviousOwner->NextOwner = Handle;
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OutPreviousOwner->bLastOwner = false;
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}
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PooledBuffer = InPooledBuffer;
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Allocation = InPooledBuffer;
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State = &PooledBuffer->State;
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ResourceRHI = InPooledBuffer->Buffer;
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check(ResourceRHI);
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}
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void FRDGBuffer::Finalize()
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{
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// If these fire, the graph is not tracking state properly.
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check(NextOwner.IsNull() == !!bLastOwner);
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check(!((bExternal || bExtracted) && !bLastOwner));
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if (bLastOwner)
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{
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if (bExternal || bExtracted)
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{
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PooledBuffer->Reset();
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}
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else
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{
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PooledBuffer->Finalize();
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}
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// Restore the reference to the last owner in the chain and sanitize all graph state.
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Allocation = PooledBuffer;
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}
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}
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FRDGTextureRef FRDGTexture::GetPassthrough(const TRefCountPtr<IPooledRenderTarget>& PooledRenderTargetBase)
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{
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if (PooledRenderTargetBase)
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{
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check(PooledRenderTargetBase->IsCompatibleWithRDG());
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FRDGTextureRef Texture = &static_cast<FPooledRenderTarget&>(*PooledRenderTargetBase).PassthroughShaderResourceTexture;
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checkf(Texture->GetRHI(), TEXT("The render target pool didn't allocate a passthrough RHI texture for %s"), PooledRenderTargetBase->GetDesc().DebugName);
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return Texture;
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}
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return nullptr;
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}
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FRHIShaderResourceView* FRDGPooledBuffer::GetOrCreateSRV(FRDGBufferSRVDesc SRVDesc)
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{
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if (const auto* FoundPtr = SRVs.Find(SRVDesc))
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{
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return FoundPtr->GetReference();
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}
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FShaderResourceViewRHIRef RHIShaderResourceView;
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if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::VertexBuffer)
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{
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RHIShaderResourceView = RHICreateShaderResourceView(Buffer, SRVDesc.BytesPerElement, SRVDesc.Format);
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}
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else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::StructuredBuffer)
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{
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RHIShaderResourceView = RHICreateShaderResourceView(Buffer);
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}
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else
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{
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checkNoEntry();
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}
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FRHIShaderResourceView* View = RHIShaderResourceView.GetReference();
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SRVs.Emplace(SRVDesc, MoveTemp(RHIShaderResourceView));
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return View;
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}
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FRHIUnorderedAccessView* FRDGPooledBuffer::GetOrCreateUAV(FRDGBufferUAVDesc UAVDesc)
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{
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if (const auto* FoundPtr = UAVs.Find(UAVDesc))
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{
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return FoundPtr->GetReference();
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}
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FUnorderedAccessViewRHIRef RHIUnorderedAccessView;
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if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::VertexBuffer)
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{
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RHIUnorderedAccessView = RHICreateUnorderedAccessView(Buffer, UAVDesc.Format);
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}
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else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::StructuredBuffer)
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{
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RHIUnorderedAccessView = RHICreateUnorderedAccessView(Buffer, UAVDesc.bSupportsAtomicCounter, UAVDesc.bSupportsAppendBuffer);
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}
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else
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{
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checkNoEntry();
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}
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FRHIUnorderedAccessView* View = RHIUnorderedAccessView.GetReference();
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UAVs.Emplace(UAVDesc, MoveTemp(RHIUnorderedAccessView));
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return View;
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} |