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406 lines
19 KiB
C++
406 lines
19 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderGraphDefinitions.h"
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#include "RenderGraphEvent.h"
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#include "RenderGraphResources.h"
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#include "RenderGraphPass.h"
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#include "RenderGraphTrace.h"
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#include "RenderGraphValidation.h"
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#include "RenderGraphBlackboard.h"
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#include "ShaderParameterMacros.h"
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#include "ProfilingDebugging/CsvProfiler.h"
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class FRDGLogFile;
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/** Use the render graph builder to build up a graph of passes and then call Execute() to process them. Resource barriers
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* and lifetimes are derived from _RDG_ parameters in the pass parameter struct provided to each AddPass call. The resulting
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* graph is compiled, culled, and executed in Execute(). The builder should be created on the stack and executed prior to
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* destruction.
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*/
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class RENDERCORE_API FRDGBuilder
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: FRDGAllocatorScope
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{
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public:
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FRDGBuilder(FRHICommandListImmediate& InRHICmdList, FRDGEventName InName = {});
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FRDGBuilder(const FRDGBuilder&) = delete;
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/** Finds an RDG texture associated with the external texture, or returns null if none is found. */
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FRDGTextureRef FindExternalTexture(FRHITexture* Texture) const;
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FRDGTextureRef FindExternalTexture(IPooledRenderTarget* ExternalPooledTexture, ERenderTargetTexture Texture) const;
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/** Registers a external pooled render target texture to be tracked by the render graph. The pooled render target may contain two RHI
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* textures--one MSAA and one non-MSAA resolve texture. In most cases they are both the same pointer. RDG textures are 1-to-1 with an
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* RHI texture, so two RDG textures must be registered at most. Use ERenderTargetTexture to select which RHI texture on the pooled
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* render target to register. The name of the registered RDG texture is pulled from the pooled render target.
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*/
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FRDGTextureRef RegisterExternalTexture(
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const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
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ERenderTargetTexture Texture = ERenderTargetTexture::ShaderResource,
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ERDGTextureFlags Flags = ERDGTextureFlags::None);
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/** Register an external texture with a custom name. The name is only used if the texture has not already been registered. */
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FRDGTextureRef RegisterExternalTexture(
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const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
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const TCHAR* NameIfNotRegistered,
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ERenderTargetTexture RenderTargetTexture = ERenderTargetTexture::ShaderResource,
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ERDGTextureFlags Flags = ERDGTextureFlags::None);
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/** Register a external buffer to be tracked by the render graph. */
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FRDGBufferRef RegisterExternalBuffer(const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer, ERDGBufferFlags Flags = ERDGBufferFlags::None);
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FRDGBufferRef RegisterExternalBuffer(const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer, ERDGBufferFlags Flags, ERHIAccess AccessFinal);
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/** Register an external buffer with a custom name. The name is only used if the buffer has not already been registered. */
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FRDGBufferRef RegisterExternalBuffer(
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const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer,
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const TCHAR* NameIfNotRegistered,
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ERDGBufferFlags Flags = ERDGBufferFlags::None);
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/** Create graph tracked texture from a descriptor. The CPU memory is guaranteed to be valid through execution of
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* the graph, at which point it is released. The underlying RHI texture lifetime is only guaranteed for passes which
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* declare the texture in the pass parameter struct. The name is the name used for GPU debugging tools and the the
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* VisualizeTexture/Vis command.
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*/
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FRDGTextureRef CreateTexture(const FRDGTextureDesc& Desc, const TCHAR* Name, ERDGTextureFlags Flags = ERDGTextureFlags::None);
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/** Create graph tracked buffer from a descriptor. The CPU memory is guaranteed to be valid through execution of
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* the graph, at which point it is released. The underlying RHI buffer lifetime is only guaranteed for passes which
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* declare the buffer in the pass parameter struct. The name is the name used for GPU debugging tools.
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*/
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FRDGBufferRef CreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, ERDGBufferFlags Flags = ERDGBufferFlags::None);
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/** Create graph tracked SRV for a texture from a descriptor. */
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FRDGTextureSRVRef CreateSRV(const FRDGTextureSRVDesc& Desc);
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/** Create graph tracked SRV for a buffer from a descriptor. */
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FRDGBufferSRVRef CreateSRV(const FRDGBufferSRVDesc& Desc);
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FORCEINLINE FRDGBufferSRVRef CreateSRV(FRDGBufferRef Buffer, EPixelFormat Format)
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{
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return CreateSRV(FRDGBufferSRVDesc(Buffer, Format));
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}
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/** Create graph tracked UAV for a texture from a descriptor. */
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FRDGTextureUAVRef CreateUAV(const FRDGTextureUAVDesc& Desc, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None);
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FORCEINLINE FRDGTextureUAVRef CreateUAV(FRDGTextureRef Texture, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None)
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{
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return CreateUAV(FRDGTextureUAVDesc(Texture), Flags);
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}
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/** Create graph tracked UAV for a buffer from a descriptor. */
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FRDGBufferUAVRef CreateUAV(const FRDGBufferUAVDesc& Desc, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None);
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FORCEINLINE FRDGBufferUAVRef CreateUAV(FRDGBufferRef Buffer, EPixelFormat Format, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None)
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{
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return CreateUAV(FRDGBufferUAVDesc(Buffer, Format), Flags);
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}
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/** Creates a graph tracked uniform buffer which can be attached to passes. These uniform buffers require some care
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* because they will bulk transition all resources. The graph will only transition resources which are not also
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* bound for write access by the pass.
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*/
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template <typename ParameterStructType>
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TRDGUniformBufferRef<ParameterStructType> CreateUniformBuffer(const ParameterStructType* ParameterStruct);
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//////////////////////////////////////////////////////////////////////////
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// Allocation Methods
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/** Allocates raw memory using an allocator tied to the lifetime of the graph. */
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void* Alloc(uint32 SizeInBytes, uint32 AlignInBytes);
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/** Allocates POD memory using an allocator tied to the lifetime of the graph. Does not construct / destruct. */
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template <typename PODType>
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PODType* AllocPOD();
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/** Allocates a C++ object using an allocator tied to the lifetime of the graph. Will destruct the object. */
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template <typename ObjectType, typename... TArgs>
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ObjectType* AllocObject(TArgs&&... Args);
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/** Allocates a parameter struct with a lifetime tied to graph execution. */
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template <typename ParameterStructType>
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ParameterStructType* AllocParameters();
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//////////////////////////////////////////////////////////////////////////
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/** Adds a lambda pass to the graph with an accompanied pass parameter struct.
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*
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* RDG resources declared in the struct (via _RDG parameter macros) are safe to access in the lambda. The pass parameter struct
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* should be allocated by AllocParameters(), and once passed in, should not be mutated. It is safe to provide the same parameter
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* struct to multiple passes, so long as it is kept immutable. The lambda is deferred until execution unless the immediate debug
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* mode is enabled. All lambda captures should assume deferral of execution.
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*
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* The lambda must include a single RHI command list as its parameter. The exact type of command list depends on the workload.
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* For example, use FRHIComputeCommandList& for Compute / AsyncCompute workloads. Raster passes should use FRHICommandList&.
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* Prefer not to use FRHICommandListImmediate& unless actually required.
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*
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* Declare the type of GPU workload (i.e. Copy, Compute / AsyncCompute, Graphics) to the pass via the Flags argument. This is
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* used to determine async compute regions, render pass setup / merging, RHI transition accesses, etc. Other flags exist for
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* specialized purposes, like forcing a pass to never be culled (NeverCull). See ERDGPassFlags for more info.
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*
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* The pass name is used by debugging / profiling tools.
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*/
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template <typename ParameterStructType, typename ExecuteLambdaType>
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FRDGPassRef AddPass(FRDGEventName&& Name, const ParameterStructType* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
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/** Adds a lambda pass to the graph with a runtime-generated parameter struct. */
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template <typename ExecuteLambdaType>
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FRDGPassRef AddPass(FRDGEventName&& Name, const FShaderParametersMetadata* ParametersMetadata, const void* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
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/** Adds a lambda pass to the graph without any parameters. This useful for deferring RHI work onto the graph timeline,
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* or incrementally porting code to use the graph system. NeverCull and SkipRenderPass (if Raster) are implicitly added
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* to Flags. AsyncCompute is not allowed. Accessing RHI resources which are tracked by the graph is only allowed if the
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* UntrackedAccess flag is specified. It is never permitted to access a created (i.e. not externally registered) RDG resource
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* in an independent pass, as the RHI lifetime is not guaranteed.
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*/
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template <typename ExecuteLambdaType>
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FRDGPassRef AddPass(FRDGEventName&& Name, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
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#if WITH_MGPU
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void SetNameForTemporalEffect(FName InNameForTemporalEffect)
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{
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NameForTemporalEffect = InNameForTemporalEffect;
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}
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#endif
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/** Sets the current command list stat for all subsequent passes. */
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void SetCommandListStat(TStatId StatId);
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/** Queues a pooled render target extraction to happen at the end of graph execution. For graph-created textures, this extends
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* the lifetime of the GPU resource until execution, at which point the pointer is filled. If specified, the texture is transitioned
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* to the AccessFinal state, or kDefaultAccessFinal otherwise.
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*/
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void QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutPooledTexturePtr);
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void QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutPooledTexturePtr, ERHIAccess AccessFinal);
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/** Queues a pooled buffer extraction to happen at the end of graph execution. For graph-created buffers, this extends the lifetime
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* of the GPU resource until execution, at which point the pointer is filled. If specified, the buffer is transitioned to the
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* AccessFinal state, or kDefaultAccessFinal otherwise.
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*/
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void QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutPooledBufferPtr);
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void QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutPooledBufferPtr, ERHIAccess AccessFinal);
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/** For graph-created resources, this forces immediate allocation of the underlying pooled resource, effectively promoting it
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* to an external resource. This will increase memory pressure, but allows for querying the pooled resource with GetPooled{Texture, Buffer}.
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* This is primarily used as an aid for porting code incrementally to RDG.
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*/
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void PreallocateTexture(FRDGTextureRef Texture);
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void PreallocateBuffer(FRDGBufferRef Buffer);
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/** Performs an immediate query for the underlying pooled texture. This is only allowed for registered or preallocated textures. */
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const TRefCountPtr<IPooledRenderTarget>& GetPooledTexture(FRDGTextureRef Texture) const;
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/** Performs an immediate query for the underlying pooled buffer. This is only allowed for registered or preallocated buffers. */
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const TRefCountPtr<FRDGPooledBuffer>& GetPooledBuffer(FRDGBufferRef Buffer) const;
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/** Sets the access to transition to after execution. Only valid on external or extracted textures. Overwrites any previously set final access. */
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void SetTextureAccessFinal(FRDGTextureRef Texture, ERHIAccess Access);
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/** Sets the access to transition to after execution. Only valid on external or extracted buffers. Overwrites any previously set final access. */
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void SetBufferAccessFinal(FRDGBufferRef Buffer, ERHIAccess Access);
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/** Flag a texture that is produced by a pass but never used or extracted to not emit an 'unused' warning. */
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void RemoveUnusedTextureWarning(FRDGTextureRef Texture);
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/** Flag a buffer that is produced by a pass but never used or extracted to not emit an 'unused' warning. */
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void RemoveUnusedBufferWarning(FRDGBufferRef Buffer);
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/** Manually begins a new GPU event scope. */
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void BeginEventScope(FRDGEventName&& Name);
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/** Manually ends the current GPU event scope. */
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void EndEventScope();
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/** Executes the queued passes, managing setting of render targets (RHI RenderPasses), resource transitions and queued texture extraction. */
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void Execute();
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/** Per-frame update of the render graph resource pool. */
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static void TickPoolElements();
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/** The RHI command list used for the render graph. */
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FRHICommandListImmediate& RHICmdList;
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/** The blackboard used to hold common data tied to the graph lifetime. */
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FRDGBlackboard Blackboard;
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private:
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static const ERHIAccess kDefaultAccessInitial = ERHIAccess::Unknown;
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static const ERHIAccess kDefaultAccessFinal = ERHIAccess::SRVMask;
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static const char* const kDefaultUnaccountedCSVStat;
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FRHIAsyncComputeCommandListImmediate& RHICmdListAsyncCompute;
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const FRDGEventName BuilderName;
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template <typename ParameterStructType, typename ExecuteLambdaType>
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FRDGPassRef AddPassInternal(
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FRDGEventName&& Name,
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const FShaderParametersMetadata* ParametersMetadata,
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const ParameterStructType* ParameterStruct,
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ERDGPassFlags Flags,
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ExecuteLambdaType&& ExecuteLambda);
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ERDGPassFlags OverridePassFlags(const TCHAR* PassName, ERDGPassFlags Flags, bool bAsyncComputeSupported);
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FORCEINLINE FRDGPassHandle GetProloguePassHandle() const
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{
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return Passes.Begin();
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}
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FORCEINLINE FRDGPassHandle GetEpiloguePassHandle() const
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{
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checkf(EpiloguePass, TEXT("The handle is not valid until the epilogue has been added to the graph during execution."));
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return Passes.Last();
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}
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/** Registry of graph objects. */
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FRDGPassRegistry Passes;
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FRDGTextureRegistry Textures;
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FRDGBufferRegistry Buffers;
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FRDGViewRegistry Views;
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FRDGUniformBufferRegistry UniformBuffers;
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/** Passes that have been culled from the graph. */
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FRDGPassBitArray PassesToCull;
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/** Passes that don't have any parameters. */
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FRDGPassBitArray PassesWithEmptyParameters;
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/** Tracks external resources to their registered render graph counterparts for de-duplication. */
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TSortedMap<FRHITexture*, FRDGTexture*, FRDGArrayAllocator> ExternalTextures;
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TSortedMap<const FRDGPooledBuffer*, FRDGBuffer*, FRDGArrayAllocator> ExternalBuffers;
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/** Map of barrier batches begun from more than one pipe. */
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TMap<FRDGBarrierBatchBeginId, FRDGBarrierBatchBegin*, FRDGSetAllocator> BarrierBatchMap;
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/** The epilogue and prologue passes are sentinels that are used to simplify graph logic around barriers
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* and traversal. The prologue pass is used exclusively for barriers before the graph executes, while the
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* epilogue pass is used for resource extraction barriers--a property that also makes it the main root of
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* the graph for culling purposes. The epilogue pass is added to the very end of the pass array for traversal
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* purposes. The prologue does not need to participate in any graph traversal behavior.
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*/
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FRDGPass* ProloguePass = nullptr;
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FRDGPass* EpiloguePass = nullptr;
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/** Array of all requested resource extractions from the graph. */
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TArray<TPair<FRDGTextureRef, TRefCountPtr<IPooledRenderTarget>*>, FRDGArrayAllocator> ExtractedTextures;
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TArray<TPair<FRDGBufferRef, TRefCountPtr<FRDGPooledBuffer>*>, FRDGArrayAllocator> ExtractedBuffers;
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/** Texture state used for intermediate operations. Held here to avoid re-allocating. */
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FRDGTextureTransientSubresourceStateIndirect ScratchTextureState;
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/** Current scope's async compute budget. This is passed on to every pass created. */
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EAsyncComputeBudget AsyncComputeBudgetScope = EAsyncComputeBudget::EAll_4;
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IF_RDG_CPU_SCOPES(FRDGCPUScopeStacks CPUScopeStacks);
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IF_RDG_GPU_SCOPES(FRDGGPUScopeStacksByPipeline GPUScopeStacks);
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IF_RDG_ENABLE_TRACE(FRDGTrace Trace);
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#if RDG_ENABLE_DEBUG
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FRDGUserValidation UserValidation;
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FRDGBarrierValidation BarrierValidation;
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FRDGLogFile LogFile;
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/** Tracks whether we are in a scope of adding passes to the builder. Used to avoid recursion. */
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bool bInDebugPassScope = false;
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#endif
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#if WITH_MGPU
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/** Name for the temporal effect used to synchronize multi-frame resources. */
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FName NameForTemporalEffect;
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/** Whether we performed the wait for the temporal effect yet. */
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bool bWaitedForTemporalEffect = false;
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#endif
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IF_RDG_CMDLIST_STATS(TStatId CommandListStat);
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void Compile();
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void Clear();
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void BeginResourceRHI(FRDGUniformBuffer* UniformBuffer);
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void BeginResourceRHI(FRDGPassHandle, FRDGTexture* Texture);
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void BeginResourceRHI(FRDGPassHandle, FRDGTextureSRV* SRV);
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void BeginResourceRHI(FRDGPassHandle, FRDGTextureUAV* UAV);
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void BeginResourceRHI(FRDGPassHandle, FRDGBuffer* Buffer);
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void BeginResourceRHI(FRDGPassHandle, FRDGBufferSRV* SRV);
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void BeginResourceRHI(FRDGPassHandle, FRDGBufferUAV* UAV);
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void EndResourceRHI(FRDGPassHandle, FRDGTexture* Texture, uint32 ReferenceCount);
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void EndResourceRHI(FRDGPassHandle, FRDGBuffer* Buffer, uint32 ReferenceCount);
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void SetupPassInternal(FRDGPass* Pass, FRDGPassHandle PassHandle, ERHIPipeline PassPipeline);
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void SetupPass(FRDGPass* Pass);
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void SetupEmptyPass(FRDGPass* Pass);
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void ExecutePass(FRDGPass* Pass);
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void ExecutePassPrologue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass);
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void ExecutePassEpilogue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass);
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void CollectPassResources(FRDGPassHandle PassHandle);
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void CollectPassBarriers(FRDGPassHandle PassHandle, FRDGPassHandle& LastUntrackedPassHandle);
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void AddPassDependency(FRDGPassHandle ProducerHandle, FRDGPassHandle ConsumerHandle);
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void AddEpilogueTransition(FRDGTextureRef Texture, FRDGPassHandle LastUntrackedPassHandle);
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void AddEpilogueTransition(FRDGBufferRef Buffer, FRDGPassHandle LastUntrackedPassHandle);
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void AddTransition(FRDGPassHandle PassHandle, FRDGTextureRef Texture, const FRDGTextureTransientSubresourceStateIndirect& StateAfter, FRDGPassHandle LastUntrackedPassHandle);
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void AddTransition(FRDGPassHandle PassHandle, FRDGBufferRef Buffer, FRDGSubresourceState StateAfter, FRDGPassHandle LastUntrackedPassHandle);
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void AddTransitionInternal(
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FRDGParentResource* Resource,
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FRDGSubresourceState StateBefore,
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FRDGSubresourceState StateAfter,
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FRDGPassHandle LastUntrackedPassHandle,
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const FRHITransitionInfo& TransitionInfo);
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FRHIRenderPassInfo GetRenderPassInfo(const FRDGPass* Pass) const;
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FRDGSubresourceState* AllocSubresource(const FRDGSubresourceState& Other);
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#if RDG_ENABLE_DEBUG
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void VisualizePassOutputs(const FRDGPass* Pass);
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void ClobberPassOutputs(const FRDGPass* Pass);
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#endif
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friend FRDGTrace;
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friend FRDGEventScopeGuard;
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friend FRDGGPUStatScopeGuard;
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friend FRDGAsyncComputeBudgetScopeGuard;
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friend FRDGScopedCsvStatExclusive;
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friend FRDGScopedCsvStatExclusiveConditional;
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};
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class FRDGAsyncComputeBudgetScopeGuard final
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{
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public:
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FRDGAsyncComputeBudgetScopeGuard(FRDGBuilder& InGraphBuilder, EAsyncComputeBudget InAsyncComputeBudget)
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: GraphBuilder(InGraphBuilder)
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, AsyncComputeBudgetRestore(GraphBuilder.AsyncComputeBudgetScope)
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{
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GraphBuilder.AsyncComputeBudgetScope = InAsyncComputeBudget;
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}
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~FRDGAsyncComputeBudgetScopeGuard()
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{
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GraphBuilder.AsyncComputeBudgetScope = AsyncComputeBudgetRestore;
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}
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private:
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FRDGBuilder& GraphBuilder;
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const EAsyncComputeBudget AsyncComputeBudgetRestore;
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};
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#define RDG_ASYNC_COMPUTE_BUDGET_SCOPE(GraphBuilder, AsyncComputeBudget) \
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FRDGAsyncComputeBudgetScopeGuard PREPROCESSOR_JOIN(FRDGAsyncComputeBudgetScope, __LINE__)(GraphBuilder, AsyncComputeBudget)
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#if WITH_MGPU
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#define RDG_GPU_MASK_SCOPE(GraphBuilder, GPUMask) SCOPED_GPU_MASK(GraphBuilder.RHICmdList, GPUMask)
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#else
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#define RDG_GPU_MASK_SCOPE(GraphBuilder, GPUMask)
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#endif
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#include "RenderGraphBuilder.inl" |