Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphValidation.cpp
Lukas Hermanns f5a2de0686 Use const-ref to iterate over TMap entries to fix compiler error with clang 10 (Merged from CL 14359172).
#rb Brandon.Schaefer
#fyi Michael.Sartain
#jira none
#rnx

[CL 14359227 by Lukas Hermanns in ue5-main branch]
2020-09-21 16:17:38 -04:00

1286 lines
38 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RenderGraphValidation.h"
#include "RenderGraphPrivate.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#if RDG_ENABLE_DEBUG
namespace
{
template <typename TFunction>
void EnumerateSubresources(const FRHITransitionInfo& Transition, uint32 NumMips, uint32 NumArraySlices, uint32 NumPlaneSlices, TFunction Function)
{
uint32 MinMipIndex = 0;
uint32 MaxMipIndex = NumMips;
uint32 MinArraySlice = 0;
uint32 MaxArraySlice = NumArraySlices;
uint32 MinPlaneSlice = 0;
uint32 MaxPlaneSlice = NumPlaneSlices;
if (!Transition.IsAllMips())
{
MinMipIndex = Transition.MipIndex;
MaxMipIndex = MinMipIndex + 1;
}
if (!Transition.IsAllArraySlices())
{
MinArraySlice = Transition.ArraySlice;
MaxArraySlice = MinArraySlice + 1;
}
if (!Transition.IsAllPlaneSlices())
{
MinPlaneSlice = Transition.PlaneSlice;
MaxPlaneSlice = MinPlaneSlice + 1;
}
for (uint32 PlaneSlice = MinPlaneSlice; PlaneSlice < MaxPlaneSlice; ++PlaneSlice)
{
for (uint32 ArraySlice = MinArraySlice; ArraySlice < MaxArraySlice; ++ArraySlice)
{
for (uint32 MipIndex = MinMipIndex; MipIndex < MaxMipIndex; ++MipIndex)
{
Function(MipIndex, ArraySlice, PlaneSlice);
}
}
}
}
/** Validates that we are only executing a single render graph instance in the callstack. Used to catch if a
* user creates a second FRDGBuilder instance inside of a pass that is executing.
*/
bool GRDGInExecutePassScope = false;
} //! namespace
FRDGUserValidation::~FRDGUserValidation()
{
checkf(bHasExecuted, TEXT("Render graph execution is required to ensure consistency with immediate mode."));
}
void FRDGUserValidation::ExecuteGuard(const TCHAR* Operation, const TCHAR* ResourceName)
{
checkf(!bHasExecuted, TEXT("Render graph operation '%s' with resource '%s' must be performed prior to graph execution."), Operation, ResourceName);
}
void FRDGUserValidation::ValidateCreateTexture(FRDGTextureRef Texture)
{
check(Texture);
if (GRDGDebug)
{
TrackedTextures.Add(Texture);
}
}
void FRDGUserValidation::ValidateCreateBuffer(FRDGBufferRef Buffer)
{
check(Buffer);
if (GRDGDebug)
{
TrackedBuffers.Add(Buffer);
}
}
void FRDGUserValidation::ValidateCreateExternalTexture(FRDGTextureRef Texture)
{
ValidateCreateTexture(Texture);
Texture->ParentDebugData.bHasBeenProduced = true;
}
void FRDGUserValidation::ValidateCreateExternalBuffer(FRDGBufferRef Buffer)
{
ValidateCreateBuffer(Buffer);
Buffer->ParentDebugData.bHasBeenProduced = true;
}
void FRDGUserValidation::ValidateExtractResource(FRDGParentResourceRef Resource)
{
check(Resource);
checkf(Resource->ParentDebugData.bHasBeenProduced,
TEXT("Unable to queue the extraction of the resource %s because it has not been produced by any pass."),
Resource->Name);
/** Increment pass access counts for externally registered buffers and textures to avoid
* emitting a 'produced but never used' warning. We don't have the history of registered
* resources to be able to emit a proper warning.
*/
Resource->ParentDebugData.PassAccessCount++;
}
void FRDGUserValidation::RemoveUnusedWarning(FRDGParentResourceRef Resource)
{
check(Resource);
// Removes 'produced but not used' warning.
Resource->ParentDebugData.PassAccessCount++;
// Removes 'not used' warning.
Resource->DebugData.bIsActuallyUsedByPass = true;
}
bool FRDGUserValidation::TryMarkForClobber(FRDGParentResourceRef Resource) const
{
const bool bClobber = !Resource->ParentDebugData.bHasBeenClobbered && !Resource->bIsExternal && IsDebugAllowedForResource(Resource->Name);
if (bClobber)
{
Resource->ParentDebugData.bHasBeenClobbered = true;
}
return bClobber;
}
void FRDGUserValidation::ValidateAllocPassParameters(const void* Parameters)
{
check(Parameters);
AllocatedUnusedPassParameters.Add(Parameters);
}
void FRDGUserValidation::ValidateAddPass(const FRDGPass* Pass, bool bSkipPassAccessMarking)
{
checkf(!bHasExecuted, TEXT("Render graph pass %s needs to be added before the builder execution."), Pass->GetName());
{
const void* ParameterStructData = Pass->GetParameters().GetContents();
/** The lifetime of each pass parameter structure must extend until deferred pass execution; therefore, it needs to be
* allocated with FRDGBuilder::AllocParameters(). Also, all references held by the parameter structure are released
* immediately after pass execution, so a pass parameter struct instance must be 1-to-1 with a pass instance (i.e. one
* per AddPass() call).
*/
checkf(
AllocatedUnusedPassParameters.Contains(ParameterStructData),
TEXT("The pass parameter structure has not been allocated for correct life time FRDGBuilder::AllocParameters() or has already ")
TEXT("been used by another previous FRDGBuilder::AddPass()."));
AllocatedUnusedPassParameters.Remove(ParameterStructData);
}
const FRenderTargetBindingSlots* RenderTargetBindingSlots = nullptr;
// Pass flags are validated as early as possible by the builder in AddPass.
const ERDGPassFlags PassFlags = Pass->GetFlags();
const TCHAR* PassName = Pass->GetName();
const bool bIsRaster = EnumHasAnyFlags(PassFlags, ERDGPassFlags::Raster);
const bool bIsCopy = EnumHasAnyFlags(PassFlags, ERDGPassFlags::Copy);
const auto MarkAsProduced = [&] (FRDGParentResourceRef Resource)
{
if (!bSkipPassAccessMarking)
{
auto& Debug = Resource->ParentDebugData;
if (!Debug.bHasBeenProduced)
{
Debug.bHasBeenProduced = true;
Debug.FirstProducer = Pass;
}
Debug.PassAccessCount++;
}
};
const auto MarkAsConsumed = [&] (FRDGParentResourceRef Resource)
{
auto& Debug = Resource->ParentDebugData;
ensureMsgf(Debug.bHasBeenProduced,
TEXT("Pass %s has a read dependency on %s, but it was never written to."),
PassName, Resource->Name);
if (!bSkipPassAccessMarking)
{
Debug.PassAccessCount++;
}
};
const auto CheckNotCopy = [&](FRDGResourceRef Resource)
{
ensureMsgf(!bIsCopy, TEXT("Pass %s, parameter %s is valid for Raster or (Async)Compute, but the pass is a Copy pass."), PassName, Resource->Name);
};
const FRDGPassParameterStruct PassParameters = Pass->GetParameters();
for (uint32 Index = 0; Index < PassParameters.GetParameterCount(); ++Index)
{
const FRDGPassParameter Parameter = PassParameters.GetParameter(Index);
switch (Parameter.GetType())
{
case UBMT_RDG_TEXTURE:
{
if (FRDGTextureRef Texture = Parameter.GetAsTexture())
{
MarkAsConsumed(Texture);
}
}
break;
case UBMT_RDG_TEXTURE_SRV:
{
if (FRDGTextureSRVRef SRV = Parameter.GetAsTextureSRV())
{
FRDGTextureRef Texture = SRV->GetParent();
CheckNotCopy(Texture);
MarkAsConsumed(Texture);
}
}
break;
case UBMT_RDG_TEXTURE_UAV:
{
if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
{
FRDGTextureRef Texture = UAV->GetParent();
CheckNotCopy(Texture);
MarkAsProduced(Texture);
}
}
break;
case UBMT_RDG_BUFFER:
{
if (FRDGBufferRef Buffer = Parameter.GetAsBuffer())
{
MarkAsConsumed(Buffer);
}
}
break;
case UBMT_RDG_BUFFER_SRV:
{
if (FRDGBufferSRVRef SRV = Parameter.GetAsBufferSRV())
{
FRDGBufferRef Buffer = SRV->GetParent();
CheckNotCopy(Buffer);
MarkAsConsumed(Buffer);
}
}
break;
case UBMT_RDG_BUFFER_UAV:
{
if (FRDGBufferUAVRef UAV = Parameter.GetAsBufferUAV())
{
FRDGBufferRef Buffer = UAV->GetParent();
CheckNotCopy(Buffer);
MarkAsProduced(Buffer);
}
}
break;
case UBMT_RDG_TEXTURE_COPY_DEST:
{
if (FRDGTextureRef Texture = Parameter.GetAsTexture())
{
MarkAsProduced(Texture);
}
}
break;
case UBMT_RDG_BUFFER_COPY_DEST:
{
if (FRDGBufferRef Buffer = Parameter.GetAsBuffer())
{
MarkAsProduced(Buffer);
}
}
break;
case UBMT_RENDER_TARGET_BINDING_SLOTS:
{
RenderTargetBindingSlots = &Parameter.GetAsRenderTargetBindingSlots();
}
break;
}
}
/** Validate that raster passes have render target binding slots and compute passes don't. */
if (RenderTargetBindingSlots)
{
checkf(bIsRaster, TEXT("Pass '%s' has render target binding slots but is not set to 'Raster'."), PassName);
}
else
{
checkf(!bIsRaster, TEXT("Pass '%s' is set to 'Raster' but is missing render target binding slots."), PassName);
}
/** Validate render target / depth stencil binding usage. */
if (RenderTargetBindingSlots)
{
const auto& RenderTargets = RenderTargetBindingSlots->Output;
{
const auto& DepthStencil = RenderTargetBindingSlots->DepthStencil;
if (FRDGTextureRef Texture = DepthStencil.GetTexture())
{
checkf(
Texture->Desc.TargetableFlags & TexCreate_DepthStencilTargetable,
TEXT("Pass '%s' attempted to bind texture '%s' as a depth stencil render target, but the texture has not been created with TexCreate_DepthStencilTargetable."),
PassName, Texture->Name);
// Depth stencil only supports one mip, since there isn't actually a way to select the mip level.
check(Texture->Desc.NumMips == 1);
if (DepthStencil.GetDepthStencilAccess().IsAnyWrite())
{
MarkAsProduced(Texture);
}
else
{
MarkAsConsumed(Texture);
}
}
}
const uint32 RenderTargetCount = RenderTargets.Num();
{
/** Tracks the number of contiguous, non-null textures in the render target output array. */
uint32 ValidRenderTargetCount = 0;
for (uint32 RenderTargetIndex = 0; RenderTargetIndex < RenderTargetCount; ++RenderTargetIndex)
{
const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
if (FRDGTextureRef Texture = RenderTarget.GetTexture())
{
const bool bIsLoadAction = RenderTarget.GetLoadAction() == ERenderTargetLoadAction::ELoad;
ensureMsgf(
Texture->Desc.TargetableFlags & TexCreate_RenderTargetable,
TEXT("Pass '%s' attempted to bind texture '%s' as a render target, but the texture has not been created with TexCreate_RenderTargetable."),
PassName, Texture->Name);
/** Validate that load action is correct. We can only load contents if a pass previously produced something. */
{
const bool bIsLoadActionInvalid = bIsLoadAction && !Texture->ParentDebugData.bHasBeenProduced;
checkf(
!bIsLoadActionInvalid,
TEXT("Pass '%s' attempted to bind texture '%s' as a render target with the 'Load' action specified, but the texture has not been produced yet. The render target must use either 'Clear' or 'NoAction' action instead."),
PassName,
Texture->Name);
}
/** Validate that any previously produced texture contents are loaded. This occurs if the user failed to specify a load action
* on a texture that was produced by a previous pass, effectively losing that data. This can also happen if the user 're-uses'
* a texture for some other purpose. The latter is considered bad practice, since it increases memory pressure on the render
* target pool. Instead, the user should create a new texture instance. An exception to this rule are untracked render targets,
* which are not actually managed by the render target pool and likely represent the frame buffer.
*/
{
// Ignore external textures which are always marked as produced. We don't need to enforce this warning on them.
const bool bHasBeenProduced = Texture->ParentDebugData.bHasBeenProduced && !Texture->bIsExternal;
// We only validate single-mip textures since we don't track production at the subresource level.
const bool bFailedToLoadProducedContent = !bIsLoadAction && bHasBeenProduced && Texture->Desc.NumMips == 1;
// Untracked render targets aren't actually managed by the render target pool.
const bool bIsUntrackedRenderTarget = Texture->PooledTexture && !Texture->PooledTexture->IsTracked();
ensureMsgf(!bFailedToLoadProducedContent || bIsUntrackedRenderTarget,
TEXT("Pass '%s' attempted to bind texture '%s' as a render target without the 'Load' action specified, despite a prior pass having produced it. It's invalid to completely clobber the contents of a resource. Create a new texture instance instead."),
PassName,
Texture->Name);
}
/** Mark the pass as a producer for render targets with a store action. */
MarkAsProduced(Texture);
}
else
{
/** Found end of contiguous interval of valid render targets. */
ValidRenderTargetCount = RenderTargetIndex;
break;
}
}
/** Validate that no holes exist in the render target output array. Render targets must be bound contiguously. */
for (uint32 RenderTargetIndex = ValidRenderTargetCount; RenderTargetIndex < RenderTargetCount; ++RenderTargetIndex)
{
const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
checkf(RenderTarget.GetTexture() == nullptr, TEXT("Render targets must be packed. No empty spaces in the array."));
}
}
}
}
void FRDGUserValidation::ValidateExecuteBegin()
{
checkf(!bHasExecuted, TEXT("Render graph execution should only happen once to ensure consistency with immediate mode."));
/** FRDGBuilder::AllocParameters() allocates shader parameter structure for the lifetime until pass execution.
* But they are allocated on a FMemStack for CPU performance, and are destructed immediately after pass execution.
* Therefore allocating pass parameter unused by a FRDGBuilder::AddPass() can lead on a memory leak of RHI resources
* that have been reference in the parameter structure.
*/
checkf(
AllocatedUnusedPassParameters.Num() == 0,
TEXT("%i pass parameter structure has been allocated with FRDGBuilder::AllocParameters(), but has not be used by a ")
TEXT("FRDGBuilder::AddPass() that can cause RHI resource leak."), AllocatedUnusedPassParameters.Num());
}
void FRDGUserValidation::ValidateExecuteEnd()
{
bHasExecuted = true;
if (GRDGDebug)
{
auto ValidateResourceAtExecuteEnd = [](const FRDGParentResourceRef Resource)
{
check(Resource->ReferenceCount == 0);
const auto& ParentDebugData = Resource->ParentDebugData;
const bool bProducedButNeverUsed = ParentDebugData.PassAccessCount == 1 && ParentDebugData.FirstProducer;
if (bProducedButNeverUsed)
{
check(ParentDebugData.bHasBeenProduced);
EmitRDGWarningf(
TEXT("Resource %s has been produced by the pass %s, but never used by another pass."),
Resource->Name, ParentDebugData.FirstProducer->GetName());
}
};
for (const FRDGTextureRef Texture : TrackedTextures)
{
ValidateResourceAtExecuteEnd(Texture);
const bool bHasBeenProducedByGraph = !Texture->bIsExternal && Texture->ParentDebugData.PassAccessCount > 0;
if (bHasBeenProducedByGraph && !Texture->TextureDebugData.bHasNeededUAV && (Texture->Desc.TargetableFlags & TexCreate_UAV))
{
EmitRDGWarningf(
TEXT("Resource %s first produced by the pass %s had the TexCreate_UAV flag, but no UAV has been used."),
Texture->Name, Texture->ParentDebugData.FirstProducer->GetName());
}
if (bHasBeenProducedByGraph && !Texture->TextureDebugData.bHasBeenBoundAsRenderTarget && (Texture->Desc.TargetableFlags & TexCreate_RenderTargetable))
{
EmitRDGWarningf(
TEXT("Resource %s first produced by the pass %s had the TexCreate_RenderTargetable flag, but has never been bound as a render target of a pass."),
Texture->Name, Texture->ParentDebugData.FirstProducer->GetName());
}
}
for (const FRDGBufferRef Buffer : TrackedBuffers)
{
ValidateResourceAtExecuteEnd(Buffer);
}
}
TrackedTextures.Empty();
TrackedBuffers.Empty();
}
void FRDGUserValidation::ValidateExecutePassBegin(const FRDGPass* Pass)
{
check(Pass);
checkf(!GRDGInExecutePassScope, TEXT("Render graph is being executed recursively. This usually means a separate FRDGBuilder instance was created inside of an executing pass."));
GRDGInExecutePassScope = true;
SetAllowRHIAccess(Pass, true);
if (GRDGDebug)
{
const FRDGPassParameterStruct PassParameters = Pass->GetParameters();
for (uint32 Index = 0; Index < PassParameters.GetParameterCount(); ++Index)
{
const FRDGPassParameter Parameter = PassParameters.GetParameter(Index);
if (Parameter.GetType() == UBMT_RDG_TEXTURE_UAV)
{
if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
{
FRDGTextureRef Texture = UAV->Desc.Texture;
Texture->TextureDebugData.bHasNeededUAV = true;
}
}
else if (Parameter.GetType() == UBMT_RENDER_TARGET_BINDING_SLOTS)
{
const FRenderTargetBindingSlots& RenderTargets = Parameter.GetAsRenderTargetBindingSlots();
RenderTargets.Enumerate([&](FRenderTargetBinding RenderTarget)
{
RenderTarget.GetTexture()->TextureDebugData.bHasBeenBoundAsRenderTarget = true;
});
if (FRDGTextureRef Texture = RenderTargets.DepthStencil.GetTexture())
{
Texture->TextureDebugData.bHasBeenBoundAsRenderTarget = true;
}
}
}
}
}
void FRDGUserValidation::ValidateExecutePassEnd(const FRDGPass* Pass)
{
SetAllowRHIAccess(Pass, false);
const FRDGPassParameterStruct PassParameters = Pass->GetParameters();
if (GRDGDebug)
{
uint32 TrackedResourceCount = 0;
uint32 UsedResourceCount = 0;
for (uint32 Index = 0; Index < PassParameters.GetParameterCount(); ++Index)
{
const FRDGPassParameter Parameter = PassParameters.GetParameter(Index);
if (Parameter.IsResource())
{
if (FRDGResourceRef Resource = Parameter.GetAsResource())
{
TrackedResourceCount++;
UsedResourceCount += Resource->DebugData.bIsActuallyUsedByPass ? 1 : 0;
}
}
}
if (TrackedResourceCount != UsedResourceCount)
{
FString WarningMessage = FString::Printf(
TEXT("'%d' of the '%d' resources of the pass '%s' were not actually used."),
TrackedResourceCount - UsedResourceCount, TrackedResourceCount, Pass->GetName());
for (uint32 Index = 0; Index < PassParameters.GetParameterCount(); ++Index)
{
const FRDGPassParameter Parameter = PassParameters.GetParameter(Index);
if (Parameter.IsResource())
{
if (const FRDGResourceRef Resource = Parameter.GetAsResource())
{
if (!Resource->DebugData.bIsActuallyUsedByPass)
{
WarningMessage += FString::Printf(TEXT("\n %s"), Resource->Name);
}
}
}
}
EmitRDGWarning(WarningMessage);
}
}
for (uint32 Index = 0; Index < PassParameters.GetParameterCount(); ++Index)
{
const FRDGPassParameter Parameter = PassParameters.GetParameter(Index);
if (Parameter.IsResource())
{
if (FRDGResourceRef Resource = Parameter.GetAsResource())
{
Resource->DebugData.bIsActuallyUsedByPass = false;
}
}
}
GRDGInExecutePassScope = false;
}
void FRDGUserValidation::SetAllowRHIAccess(const FRDGPass* Pass, bool bAllowAccess)
{
const FRDGPassParameterStruct PassParameters = Pass->GetParameters();
for (uint32 Index = 0; Index < PassParameters.GetParameterCount(); ++Index)
{
const FRDGPassParameter Parameter = PassParameters.GetParameter(Index);
if (Parameter.IsResource())
{
if (FRDGResourceRef Resource = Parameter.GetAsResource())
{
Resource->DebugData.bAllowRHIAccess = bAllowAccess;
}
}
else if (Parameter.IsRenderTargetBindingSlots())
{
const FRenderTargetBindingSlots& RenderTargets = Parameter.GetAsRenderTargetBindingSlots();
RenderTargets.Enumerate([&](FRenderTargetBinding RenderTarget)
{
RenderTarget.GetTexture()->DebugData.bAllowRHIAccess = bAllowAccess;
});
if (FRDGTextureRef Texture = RenderTargets.DepthStencil.GetTexture())
{
Texture->DebugData.bAllowRHIAccess = bAllowAccess;
}
}
}
}
FRDGBarrierValidation::FRDGBarrierValidation(const FRDGPassRegistry* InPasses, const FRDGEventName& InGraphName)
: Passes(InPasses)
, GraphName(InGraphName.GetTCHAR())
{
check(Passes);
}
void FRDGBarrierValidation::ValidateState(const FRDGPass* RequestingPass, FRDGTextureRef Texture, const FRDGTextureState& State)
{
check(Texture);
if (State.IsWholeResourceState())
{
const FRDGSubresourceState SubresourceState = State.GetWholeResourceState();
if (!IsValidAccess(SubresourceState.Access))
{
const FRDGPass* Pass = Passes->Get(SubresourceState.PassHandle);
UE_LOG(LogRDG, Error,
TEXT("RDG Texture '%s' in Pass '%s' using Access (%s). Simultaneous read and write access and is not allowed. Visual corruption may occur."),
Pass->GetName(), Texture->Name, *GetResourceTransitionAccessName(SubresourceState.Access));
}
}
else
{
const FRDGTextureSubresourceRange WholeRange = Texture->GetSubresourceRange();
WholeRange.EnumerateSubresources([&](uint32 MipIndex, uint32 ArraySlice, uint32 PlaneSlice)
{
const FRDGSubresourceState SubresourceState = State.GetSubresourceState(MipIndex, ArraySlice, PlaneSlice);
if (!IsValidAccess(SubresourceState.Access))
{
const FRDGPass* Pass = Passes->Get(SubresourceState.PassHandle);
UE_LOG(LogRDG, Error,
TEXT("RDG Texture '%s' in Pass '%s' with subresource Mip(%u), Array(%u), Plane(%u) using Access (%s). Simultaneous read and write access and is not allowed. Visual corruption may occur."),
Pass->GetName(), Texture->Name, MipIndex, ArraySlice, PlaneSlice, *GetResourceTransitionAccessName(SubresourceState.Access));
}
});
}
Texture->TextureDebugData.States.Emplace(RequestingPass, State);
}
void FRDGBarrierValidation::ValidateState(const FRDGPass* RequestingPass, FRDGBufferRef Buffer, FRDGSubresourceState State)
{
check(Buffer);
if (!IsValidAccess(State.Access))
{
const FRDGPass* Pass = Passes->Get(State.PassHandle);
UE_LOG(LogRDG, Error,
TEXT("RDG Buffer '%s' in Pass '%s' using Access (%s). Simultaneous read and write access and is not allowed. Visual corruption may occur."),
Pass->GetName(), Buffer->Name, *GetResourceTransitionAccessName(State.Access));
}
Buffer->BufferDebugData.States.Emplace(RequestingPass, State);
}
void FRDGBarrierValidation::ValidateBarrierBatchBegin(const FRDGBarrierBatchBegin& Batch)
{
checkf(!Batch.IsTransitionValid() && !BatchMap.Contains(&Batch), TEXT("Begin barrier batch '%s' has already been submitted."), *Batch.GetName());
if (!GRDGTransitionLog)
{
return;
}
FResourceMap& ResourceMap = BatchMap.Emplace(&Batch);
for (int32 Index = 0; Index < Batch.Transitions.Num(); ++Index)
{
FRDGParentResourceRef Resource = Batch.Resources[Index];
const FRHITransitionInfo& Transition = Batch.Transitions[Index];
if (Resource->Type == ERDGParentResourceType::Texture)
{
ResourceMap.Textures.FindOrAdd(static_cast<FRDGTextureRef>(Resource)).Add(Transition);
}
else
{
check(Resource->Type == ERDGParentResourceType::Buffer);
FRDGBufferRef Buffer = static_cast<FRDGBufferRef>(Resource);
checkf(!ResourceMap.Buffers.Contains(Buffer), TEXT("Buffer %s was added multiple times to batch %s."), Buffer->Name, *Batch.GetName());
ResourceMap.Buffers.Emplace(Buffer, Transition);
}
}
if (!IsDebugAllowedForGraph(GraphName) || !IsDebugAllowedForPass(Batch.Pass->GetName()))
{
return;
}
bool bFoundFirst = false;
const auto LogHeader = [&]()
{
if (!bFoundFirst)
{
bFoundFirst = true;
UE_LOG(LogRDG, Display, TEXT("%s (Begin):"), *Batch.GetName());
}
};
for (const auto& Pair : ResourceMap.Textures)
{
FRDGTextureRef Texture = Pair.Key;
if (!IsDebugAllowedForResource(Texture->Name))
{
continue;
}
const auto& Transitions = Pair.Value;
if (Transitions.Num())
{
LogHeader();
UE_LOG(LogRDG, Display, TEXT("\t%s:"), Texture->Name);
}
const FRDGTextureSubresourceLayout SubresourceLayout = Texture->GetSubresourceLayout();
TBitArray<SceneRenderingBitArrayAllocator> SubresourceBits;
SubresourceBits.Init(false, SubresourceLayout.GetSubresourceCount());
for (const FRHITransitionInfo& Transition : Transitions)
{
check(SubresourceLayout.GetSubresourceCount() > 0);
EnumerateSubresources(Transition, SubresourceLayout.NumMips, SubresourceLayout.NumArraySlices, SubresourceLayout.NumPlaneSlices,
[&](uint32 MipIndex, uint32 ArraySlice, uint32 PlaneSlice)
{
const int32 SubresourceIndex = SubresourceLayout.GetSubresourceIndex(MipIndex, ArraySlice, PlaneSlice);
UE_LOG(LogRDG, Display, TEXT("\t\tMip(%d), Array(%d), Slice(%d): %s -> %s"),
MipIndex, ArraySlice, PlaneSlice,
*GetResourceTransitionAccessName(Transition.AccessBefore),
*GetResourceTransitionAccessName(Transition.AccessAfter));
if (SubresourceBits[SubresourceIndex])
{
UE_LOG(LogRDG, Error, TEXT("\t\t\tDetected duplicate subresource transitions! Resource(%s), Mip(%d), Array(%d), Plane(%d)"),
Texture->Name, MipIndex, ArraySlice, PlaneSlice);
}
SubresourceBits[SubresourceIndex] = true;
});
}
}
for (const auto Pair : ResourceMap.Buffers)
{
FRDGBufferRef Buffer = Pair.Key;
const FRHITransitionInfo& Transition = Pair.Value;
if (!IsDebugAllowedForResource(Buffer->Name))
{
continue;
}
LogHeader();
UE_LOG(LogRDG, Display, TEXT("\t%s: %s -> %s"),
Buffer->Name,
*GetResourceTransitionAccessName(Transition.AccessBefore),
*GetResourceTransitionAccessName(Transition.AccessAfter));
}
}
void FRDGBarrierValidation::ValidateBarrierBatchEnd(const FRDGBarrierBatchEnd& Batch)
{
if (!GRDGTransitionLog || !IsDebugAllowedForGraph(GraphName) || !IsDebugAllowedForPass(Batch.Pass->GetName()))
{
return;
}
bool bFoundFirstBatch = false;
for (const FRDGBarrierBatchBegin* Dependent : Batch.Dependencies)
{
// Transitions can be queued into multiple end batches. The first to get flushed nulls out the transition.
if (!Dependent->IsTransitionValid())
{
continue;
}
const FResourceMap& ResourceMap = BatchMap.FindChecked(Dependent);
TArray<FRDGTextureRef> Textures;
if (ResourceMap.Textures.Num())
{
ResourceMap.Textures.GetKeys(Textures);
}
TArray<FRDGBufferRef> Buffers;
if (ResourceMap.Buffers.Num())
{
ResourceMap.Buffers.GetKeys(Buffers);
}
if (Textures.Num() || Buffers.Num())
{
if (!bFoundFirstBatch)
{
UE_LOG(LogRDG, Display, TEXT("%s (End):"), *Batch.GetName());
bFoundFirstBatch = true;
}
}
for (FRDGTextureRef Texture : Textures)
{
UE_LOG(LogRDG, Display, TEXT("\t%s"), Texture->Name);
}
for (FRDGBufferRef Buffer : Buffers)
{
UE_LOG(LogRDG, Display, TEXT("\t%s"), Buffer->Name);
}
}
}
void FRDGBarrierValidation::ValidateExecuteEnd()
{
for (auto Pair : BatchMap)
{
checkf(!Pair.Key->IsTransitionValid(), TEXT("A batch was begun but never ended."));
}
BatchMap.Empty();
}
namespace
{
const TCHAR* RasterColorName = TEXT("#ff7070");
const TCHAR* ComputeColorName = TEXT("#70b8ff");
const TCHAR* AsyncComputeColorName = TEXT("#70ff99");
const TCHAR* CopyColorName = TEXT("#ffdb70");
const TCHAR* TextureColorAttributes = TEXT("color=\"#5800a1\", fontcolor=\"#5800a1\"");
const TCHAR* BufferColorAttributes = TEXT("color=\"#007309\", fontcolor=\"#007309\"");
const TCHAR* GetPassColorName(ERDGPassFlags Flags)
{
if (EnumHasAnyFlags(Flags, ERDGPassFlags::Raster))
{
return RasterColorName;
}
if (EnumHasAnyFlags(Flags, ERDGPassFlags::Compute))
{
return ComputeColorName;
}
if (EnumHasAnyFlags(Flags, ERDGPassFlags::AsyncCompute))
{
return AsyncComputeColorName;
}
if (EnumHasAnyFlags(Flags, ERDGPassFlags::Copy))
{
return CopyColorName;
}
checkNoEntry();
return nullptr;
}
FString GetSubresourceStateLabel(FRDGSubresourceState State)
{
check(State.Pipeline == ERDGPipeline::Graphics || State.Pipeline == ERDGPipeline::AsyncCompute);
const TCHAR* FontColor = State.Pipeline == ERDGPipeline::AsyncCompute ? AsyncComputeColorName : RasterColorName;
return FString::Printf(TEXT("<font color=\"%s\">%s</font>"), FontColor, *GetResourceTransitionAccessName(State.Access));
}
}
FString FRDGLogFile::GetProducerName(FRDGPassHandle PassHandle)
{
if (PassHandle.IsValid())
{
return GetNodeName(PassHandle);
}
else
{
return GetNodeName(ProloguePassHandle);
}
}
FString FRDGLogFile::GetConsumerName(FRDGPassHandle PassHandle)
{
if (PassHandle.IsValid())
{
return GetNodeName(PassHandle);
}
else
{
return GetNodeName(EpiloguePassHandle);
}
}
FString FRDGLogFile::GetNodeName(FRDGPassHandle PassHandle)
{
PassesReferenced.Add(PassHandle);
return FString::Printf(TEXT("P%d"), PassHandle.GetIndex());
}
FString FRDGLogFile::GetNodeName(const FRDGTexture* Texture)
{
return FString::Printf(TEXT("T%d"), Textures.AddUnique(Texture));
}
FString FRDGLogFile::GetNodeName(const FRDGBuffer* Buffer)
{
return FString::Printf(TEXT("B%d"), Buffers.AddUnique(Buffer));
}
void FRDGLogFile::AddLine(const FString& Line)
{
File += Indentation + Line + TEXT("\n");
}
void FRDGLogFile::AddBraceBegin()
{
AddLine(TEXT("{"));
Indentation += TEXT("\t");
}
void FRDGLogFile::AddBraceEnd()
{
const bool bSuccess = Indentation.RemoveFromEnd(TEXT("\t"));
check(bSuccess);
AddLine(TEXT("}"));
}
void FRDGLogFile::Begin(
const FRDGEventName& InGraphName,
const FRDGPassRegistry* InPasses,
FRDGPassHandle InProloguePassHandle,
FRDGPassHandle InEpiloguePassHandle)
{
if (GRDGDumpGraph)
{
if (GRDGImmediateMode)
{
UE_LOG(LogRDG, Warning, TEXT("Dump graph (%d) requested, but immediate mode is enabled. Skipping."), GRDGDumpGraph);
return;
}
check(File.IsEmpty());
check(InPasses && InEpiloguePassHandle.IsValid());
Passes = InPasses;
ProloguePassHandle = InProloguePassHandle;
EpiloguePassHandle = InEpiloguePassHandle;
GraphName = InGraphName.GetTCHAR();
if (GraphName.IsEmpty())
{
const int32 UnknownGraphIndex = GRDGDumpGraphUnknownCount++;
GraphName = FString::Printf(TEXT("Unknown%d"), UnknownGraphIndex);
}
AddLine(TEXT("digraph RDG"));
AddBraceBegin();
AddLine(TEXT("rankdir=LR; labelloc=\"t\""));
bOpen = true;
}
}
void FRDGLogFile::End()
{
if (!GRDGDumpGraph || !bOpen)
{
return;
}
TSet<FRDGPassHandle> PassesCulled;
TArray<FRDGPassHandle> PassesGraphics;
TArray<FRDGPassHandle> PassesAsyncCompute;
for (FRDGPassHandle PassHandle = Passes->Begin(); PassHandle != Passes->End(); ++PassHandle)
{
PassesCulled.Add(PassHandle);
}
for (FRDGPassHandle PassHandle = Passes->Begin(); PassHandle != Passes->End(); ++PassHandle)
{
const FRDGPass* Pass = Passes->Get(PassHandle);
const ERDGPipeline Pipeline = Pass->GetPipeline();
switch (Pipeline)
{
case ERDGPipeline::Graphics:
PassesGraphics.Add(PassHandle);
break;
case ERDGPipeline::AsyncCompute:
PassesAsyncCompute.Add(PassHandle);
break;
default:
checkNoEntry();
}
PassesCulled.Remove(PassHandle);
}
if (GRDGDumpGraph == RDG_DUMP_GRAPH_TRACKS)
{
FRDGPassHandle PrevPassesByPipeline[uint32(ERDGPipeline::MAX)];
for (FRDGPassHandle PassHandle = Passes->Begin(); PassHandle != Passes->End(); ++PassHandle)
{
const FRDGPass* Pass = Passes->Get(PassHandle);
FRDGPassHandle& PrevPassInPipelineHandle = PrevPassesByPipeline[uint32(Pass->GetPipeline())];
if (PrevPassInPipelineHandle.IsValid())
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [style=\"filled\", penwidth=2, color=\"%s\"]"),
*GetNodeName(PrevPassInPipelineHandle), *GetNodeName(PassHandle), GetPassColorName(Pass->GetFlags())));
}
if (Pass->GetPipeline() == ERDGPipeline::AsyncCompute)
{
const auto AddCrossPipelineEdge = [&](FRDGPassHandle PassBefore, FRDGPassHandle PassAfter)
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [penwidth=5, style=\"dashed\" color=\"#f003fc\"]"),
*GetNodeName(PassBefore), *GetNodeName(PassAfter)));
};
if (Pass->IsAsyncComputeBegin())
{
AddCrossPipelineEdge(Pass->GetGraphicsForkPass(), PassHandle);
}
if (Pass->IsAsyncComputeEnd())
{
AddCrossPipelineEdge(PassHandle, Pass->GetGraphicsJoinPass());
}
}
PrevPassInPipelineHandle = PassHandle;
}
}
else
{
for (FRDGPassHandle PassHandle = Passes->Begin(); PassHandle != Passes->End(); ++PassHandle)
{
if (PassHandle == EpiloguePassHandle)
{
break;
}
const FRDGPass* Pass = Passes->Get(PassHandle);
for (const FRDGPassHandle ProducerHandle : Pass->GetProducers())
{
if (ProducerHandle != ProloguePassHandle)
{
const FRDGPass* Producer = Passes->Get(ProducerHandle);
File += FString::Printf(TEXT("\t\"%s\" -> \"%s\" [penwidth=2, color=\"%s:%s\"]\n"),
*GetNodeName(ProducerHandle), *GetNodeName(PassHandle), GetPassColorName(Pass->GetFlags()), GetPassColorName(Producer->GetFlags()));
}
}
}
}
AddLine(TEXT("subgraph Passes"));
AddBraceBegin();
const auto AddPass = [&](FRDGPassHandle PassHandle)
{
if (!PassesReferenced.Contains(PassHandle))
{
return;
}
const FRDGPass* Pass = Passes->Get(PassHandle);
const TCHAR* Style = PassesCulled.Contains(PassHandle) ? TEXT("dashed") : TEXT("filled");
FString PassName = FString::Printf(TEXT("[%d]: %s"), PassHandle.GetIndex(), Pass->GetName());
if (Pass->GetParameters().HasExternalOutputs())
{
PassName += TEXT("\n(Has External UAVs)");
}
AddLine(FString::Printf(TEXT("\"%s\" [shape=box, style=%s, label=\"%s\", color=\"%s\"]"), *GetNodeName(PassHandle), Style, *PassName, GetPassColorName(Pass->GetFlags())));
};
{
uint32 RenderTargetClusterCount = 0;
for (FRDGPassHandle PassHandle : PassesGraphics)
{
const FRDGPass* Pass = Passes->Get(PassHandle);
if (Pass->IsMergedRenderPassBegin())
{
const uint32 RenderTargetClusterIndex = RenderTargetClusterCount++;
AddLine(FString::Printf(TEXT("subgraph cluster_%d"), RenderTargetClusterIndex));
AddBraceBegin();
AddLine(TEXT("style=filled;color=\"#ffe0e0\";fontcolor=\"#aa0000\";label=\"Render Pass Merge\";fontsize=10"));
}
AddPass(PassHandle);
if (Pass->IsMergedRenderPassEnd())
{
AddBraceEnd();
}
}
}
for (FRDGPassHandle PassHandle : PassesAsyncCompute)
{
AddPass(PassHandle);
}
AddBraceEnd();
AddLine(TEXT("subgraph Textures"));
AddBraceBegin();
for (const FRDGTexture* Texture : Textures)
{
FString Line = FString::Printf(TEXT("\"%s\" [shape=oval, %s, label=\"%s"), *GetNodeName(Texture), TextureColorAttributes, Texture->Name);
if (Texture->bIsExternal)
{
Line += TEXT("\n(External)");
}
Line += TEXT("\"]");
AddLine(Line);
}
AddBraceEnd();
AddLine(TEXT("subgraph Buffers"));
AddBraceBegin();
for (const FRDGBuffer* Buffer : Buffers)
{
FString Line = FString::Printf(TEXT("\"%s\" [shape=oval, %s, label=\"%s"), *GetNodeName(Buffer), BufferColorAttributes, Buffer->Name);
if (Buffer->bIsExternal)
{
Line += TEXT("\n(External)");
}
Line += TEXT("\"]");
AddLine(Line);
}
AddBraceEnd();
AddLine(FString::Printf(TEXT("label=\"%s [Active Passes: %d, Culled Passes: %d, Textures: %d, Buffers: %d]\""), *GraphName, Passes->Num() - PassesCulled.Num(), PassesCulled.Num(), Textures.Num(), Buffers.Num()));
AddBraceEnd();
check(Indentation.IsEmpty());
const TCHAR* DumpType = TEXT("");
switch (GRDGDumpGraph)
{
case RDG_DUMP_GRAPH_VERBOSITY_HIGH:
DumpType = TEXT("");
break;
case RDG_DUMP_GRAPH_VERBOSITY_LOW:
DumpType = TEXT("_simple");
break;
case RDG_DUMP_GRAPH_TRACKS:
DumpType = TEXT("_tracks");
break;
}
FFileHelper::SaveStringToFile(File, *(FPaths::ProjectLogDir() / FString::Printf(TEXT("RDG_%s%s.gv"), *GraphName, DumpType)));
bOpen = false;
}
void FRDGLogFile::AddFirstEdge(const FRDGTextureRef Texture, FRDGPassHandle FirstPass)
{
if (GRDGDumpGraph == RDG_DUMP_GRAPH_VERBOSITY_HIGH && bOpen)
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s]"),
*GetNodeName(Texture),
*GetNodeName(FirstPass),
TextureColorAttributes));
}
}
void FRDGLogFile::AddFirstEdge(const FRDGBufferRef Buffer, FRDGPassHandle FirstPass)
{
if (GRDGDumpGraph == RDG_DUMP_GRAPH_VERBOSITY_HIGH && bOpen)
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s]"),
*GetNodeName(Buffer),
*GetNodeName(FirstPass),
BufferColorAttributes));
}
}
void FRDGLogFile::AddTransitionEdge(FRDGSubresourceState StateBefore, FRDGSubresourceState StateAfter, const FRDGTextureRef Texture)
{
if (GRDGDumpGraph == RDG_DUMP_GRAPH_VERBOSITY_HIGH && bOpen)
{
if (FRDGSubresourceState::IsTransitionRequired(StateBefore, StateAfter))
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s, label=<%s: <b>%s -&gt; %s</b>>]"),
*GetProducerName(StateBefore.PassHandle),
*GetConsumerName(StateAfter.PassHandle),
TextureColorAttributes,
Texture->Name,
*GetSubresourceStateLabel(StateBefore),
*GetSubresourceStateLabel(StateAfter)));
}
else
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s, label=<%s: <b>%s</b>>]"),
*GetProducerName(StateBefore.PassHandle),
*GetConsumerName(StateAfter.PassHandle),
TextureColorAttributes,
Texture->Name,
*GetSubresourceStateLabel(StateBefore)));
}
}
}
void FRDGLogFile::AddTransitionEdge(FRDGSubresourceState StateBefore, FRDGSubresourceState StateAfter, const FRDGTextureRef Texture, uint32 MipIndex, uint32 ArraySlice, uint32 PlaneSlice)
{
if (GRDGDumpGraph == RDG_DUMP_GRAPH_VERBOSITY_HIGH && bOpen)
{
if (FRDGSubresourceState::IsTransitionRequired(StateBefore, StateAfter))
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s, label=<%s[%d][%d][%d]: <b>%s -&gt; %s</b>>]"),
*GetProducerName(StateBefore.PassHandle),
*GetConsumerName(StateAfter.PassHandle),
TextureColorAttributes,
Texture->Name,
MipIndex, ArraySlice, PlaneSlice,
*GetSubresourceStateLabel(StateBefore),
*GetSubresourceStateLabel(StateAfter)));
}
else
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s, label=<%s[%d][%d][%d]: <b>%s</b>>]"),
*GetProducerName(StateBefore.PassHandle),
*GetConsumerName(StateAfter.PassHandle),
TextureColorAttributes,
Texture->Name,
MipIndex, ArraySlice, PlaneSlice,
*GetSubresourceStateLabel(StateBefore)));
}
}
}
void FRDGLogFile::AddTransitionEdge(FRDGSubresourceState StateBefore, FRDGSubresourceState StateAfter, const FRDGBufferRef Buffer)
{
if (GRDGDumpGraph == RDG_DUMP_GRAPH_VERBOSITY_HIGH && bOpen)
{
if (FRDGSubresourceState::IsTransitionRequired(StateBefore, StateAfter))
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s, label=<%s: <b>%s -&gt; %s</b>>]"),
*GetProducerName(StateBefore.PassHandle),
*GetConsumerName(StateAfter.PassHandle),
BufferColorAttributes,
Buffer->Name,
*GetSubresourceStateLabel(StateBefore),
*GetSubresourceStateLabel(StateAfter)));
}
else
{
AddLine(FString::Printf(TEXT("\"%s\" -> \"%s\" [%s, label=<%s: <b>%s</b>>]"),
*GetProducerName(StateBefore.PassHandle),
*GetConsumerName(StateAfter.PassHandle),
BufferColorAttributes,
Buffer->Name,
*GetSubresourceStateLabel(StateBefore)));
}
}
}
#endif