Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphResourcePool.h
zach bethel f457a69101 Added RHI tracked access API to remove Unknown transitions.
- New RHI command list SetTrackedAccess method for the user to supply a current whole-resource state.
 - New RHI command context GetTrackedAccess method for querying the tracked access in RHIBeginTransitions / RHIEndTransitions on the RHI thread.
 - Hooked RHICmdList.Transition and FRHICommandListExecutor::Transition to assign tracked state automatically.
 - Refactored RDG and resource pools to use new RHI tracking.
      - FRDGPooledBuffer / FRDGPooledTexture no longer contain tracked state. RDG temp-allocates state through the graph allocator instead.
      - All prologue transitions are 'Unknown', and all epilogue transitions coalesce into a whole resource state.
 - Implemented platform support for patching the 'before' state with the tracked state.
 - Implemented various RHI validation checks:
      - Asserts that the user assigned tracked state matches RHI validation tracked state, for all subresources.
      - Asserts that tracked state is not assigned or queried from a parallel translation context.
 - Added FRHIViewableResource and FRHIView base classes to RHI. FRHIView contains a pointer to an FRHIViewableResource. This is currently a raw pointer, but should be extended to a full reference in a later CL.

NOTE on RHI thread constraint:

Transition evaluation is now restricted to the RHI thread (i.e. no parallel translation contexts). Transitions aren't performed in parallel translate contexts anyway, so this is not a problem. If, however, we decide to refactor parallel translation to be more general, this implementation could be extended to track the state per context and update from the 'dispatch' thread.

#preflight 6233b4396666d7e753a16aaf
#rb kenzo.terelst

[CL 19513316 by zach bethel in ue5-main branch]
2022-03-25 11:19:10 -04:00

113 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
RenderTargetPool.h: Scene render target pool manager.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RHI.h"
#include "RenderResource.h"
#include "RendererInterface.h"
#include "RenderGraphResources.h"
class RENDERCORE_API FRDGBufferPool : public FRenderResource
{
public:
FRDGBufferPool() = default;
/** Call once per frame to trim elements from the pool. */
void TickPoolElements();
/** Allocate a buffer from a given descriptor. */
TRefCountPtr<FRDGPooledBuffer> FindFreeBuffer(FRHICommandList& RHICmdList, const FRDGBufferDesc& Desc, const TCHAR* InDebugName);
private:
void ReleaseDynamicRHI() override;
/** Elements can be 0, we compact the buffer later. */
TArray<TRefCountPtr<FRDGPooledBuffer>> AllocatedBuffers;
TArray<uint64> AllocatedBufferHashes;
uint32 FrameCounter = 0;
friend class FRDGBuilder;
};
/** The global render targets for easy shading. */
extern RENDERCORE_API TGlobalResource<FRDGBufferPool> GRenderGraphResourcePool;
enum class ERDGTransientResourceLifetimeState
{
Deallocated,
Allocated,
PendingDeallocation
};
class FRDGTransientRenderTarget final : public IPooledRenderTarget
{
public:
uint32 AddRef() const override;
uint32 Release() override;
uint32 GetRefCount() const override { return RefCount; }
bool IsFree() const override { return false; }
bool IsTracked() const override { return true; }
uint32 ComputeMemorySize() const override { return 0; }
const FPooledRenderTargetDesc& GetDesc() const override { return Desc; }
FRHITransientTexture* GetTransientTexture() const override
{
check(LifetimeState == ERDGTransientResourceLifetimeState::Allocated);
return Texture;
}
void Reset()
{
Texture = nullptr;
RenderTargetItem.ShaderResourceTexture = nullptr;
RenderTargetItem.TargetableTexture = nullptr;
}
private:
FRDGTransientRenderTarget() = default;
FRHITransientTexture* Texture;
FPooledRenderTargetDesc Desc;
ERDGTransientResourceLifetimeState LifetimeState;
mutable uint32 RefCount = 0;
friend class FRDGTransientResourceAllocator;
};
class FRDGTransientResourceAllocator : public FRenderResource
{
public:
IRHITransientResourceAllocator* Get() { return Allocator; }
TRefCountPtr<FRDGTransientRenderTarget> AllocateRenderTarget(FRHITransientTexture* Texture);
void Release(TRefCountPtr<FRDGTransientRenderTarget>&& RenderTarget, FRDGPassHandle PassHandle);
void ReleasePendingDeallocations();
bool IsValid() const { return Allocator != nullptr; }
private:
void InitDynamicRHI() override;
void ReleaseDynamicRHI() override;
void AddPendingDeallocation(FRDGTransientRenderTarget* RenderTarget);
IRHITransientResourceAllocator* Allocator = nullptr;
TArray<FRDGTransientRenderTarget*> FreeList;
TArray<FRDGTransientRenderTarget*> PendingDeallocationList;
TArray<FRDGTransientRenderTarget*> DeallocatedList;
friend class FRDGTransientRenderTarget;
};
extern RENDERCORE_API TGlobalResource<FRDGTransientResourceAllocator> GRDGTransientResourceAllocator;