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This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035 [CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
147 lines
4.0 KiB
C++
147 lines
4.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderTargetPool.cpp: Scene render target pool manager.
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=============================================================================*/
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#include "RenderGraphResourcePool.h"
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#include "RenderGraphResources.h"
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uint64 ComputeHash(const FRDGBufferDesc& Desc)
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{
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return CityHash64((const char*)&Desc, sizeof(FRDGBufferDesc));
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}
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FRenderGraphResourcePool::FRenderGraphResourcePool()
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{ }
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TRefCountPtr<FRDGPooledBuffer> FRenderGraphResourcePool::FindFreeBuffer(
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FRHICommandList& RHICmdList,
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const FRDGBufferDesc& Desc,
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const TCHAR* InDebugName)
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{
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TRefCountPtr<FRDGPooledBuffer> Result = FindFreeBufferInternal(RHICmdList, Desc, InDebugName);
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Result->Reset();
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return Result;
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}
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TRefCountPtr<FRDGPooledBuffer> FRenderGraphResourcePool::FindFreeBufferInternal(
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FRHICommandList& RHICmdList,
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const FRDGBufferDesc& Desc,
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const TCHAR* InDebugName)
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{
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const uint64 BufferPageSize = 64 * 1024;
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FRDGBufferDesc AlignedDesc = Desc;
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AlignedDesc.NumElements = Align(AlignedDesc.BytesPerElement * AlignedDesc.NumElements, BufferPageSize) / AlignedDesc.BytesPerElement;
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const uint64 BufferHash = ComputeHash(AlignedDesc);
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// First find if available.
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for (int32 Index = 0; Index < AllocatedBufferHashes.Num(); ++Index)
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{
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if (AllocatedBufferHashes[Index] != BufferHash)
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{
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continue;
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}
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const auto& PooledBuffer = AllocatedBuffers[Index];
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// Still being used outside the pool.
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if (PooledBuffer->GetRefCount() > 1)
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{
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continue;
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}
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check(PooledBuffer->GetAlignedDesc() == AlignedDesc);
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PooledBuffer->LastUsedFrame = FrameCounter;
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PooledBuffer->ViewCache.SetDebugName(InDebugName);
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PooledBuffer->Name = InDebugName;
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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RHIBindDebugLabelName(PooledBuffer->GetRHI(), InDebugName);
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#endif
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// We need the external-facing desc to match what the user requested.
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const_cast<FRDGBufferDesc&>(PooledBuffer->Desc).NumElements = Desc.NumElements;
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return PooledBuffer;
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}
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// Allocate new one
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(FRenderGraphResourcePool::CreateBuffer);
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const uint32 NumBytes = AlignedDesc.GetTotalNumBytes();
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FRHIResourceCreateInfo CreateInfo(InDebugName);
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TRefCountPtr<FRHIBuffer> BufferRHI;
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if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::VertexBuffer)
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{
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BufferRHI = RHICreateVertexBuffer(NumBytes, Desc.Usage, CreateInfo);
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}
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else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::StructuredBuffer)
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{
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BufferRHI = RHICreateStructuredBuffer(Desc.BytesPerElement, NumBytes, Desc.Usage, CreateInfo);
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}
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else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::AccelerationStructure)
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{
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BufferRHI = RHICreateBuffer(NumBytes, Desc.Usage, 0, ERHIAccess::BVHWrite, CreateInfo);
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}
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else
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{
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check(0);
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}
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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RHIBindDebugLabelName(BufferRHI, InDebugName);
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#endif
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TRefCountPtr<FRDGPooledBuffer> PooledBuffer = new FRDGPooledBuffer(MoveTemp(BufferRHI), Desc, AlignedDesc.NumElements, InDebugName);
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AllocatedBuffers.Add(PooledBuffer);
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AllocatedBufferHashes.Add(BufferHash);
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check(PooledBuffer->GetRefCount() == 2);
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PooledBuffer->LastUsedFrame = FrameCounter;
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return PooledBuffer;
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}
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}
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void FRenderGraphResourcePool::ReleaseDynamicRHI()
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{
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AllocatedBuffers.Empty();
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}
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void FRenderGraphResourcePool::TickPoolElements()
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{
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const uint32 kFramesUntilRelease = 30;
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int32 BufferIndex = 0;
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while (BufferIndex < AllocatedBuffers.Num())
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{
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TRefCountPtr<FRDGPooledBuffer>& Buffer = AllocatedBuffers[BufferIndex];
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const bool bIsUnused = Buffer.GetRefCount() == 1;
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const bool bNotRequestedRecently = (FrameCounter - Buffer->LastUsedFrame) > kFramesUntilRelease;
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if (bIsUnused && bNotRequestedRecently)
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{
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AllocatedBuffers.RemoveAtSwap(BufferIndex);
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AllocatedBufferHashes.RemoveAtSwap(BufferIndex);
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}
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else
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{
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++BufferIndex;
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}
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}
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++FrameCounter;
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}
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TGlobalResource<FRenderGraphResourcePool> GRenderGraphResourcePool;
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